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Accessibility of games and game-based applications: A systematic literature review and map** of future directions
L Hassan - new media & society, 2024 - journals.sagepub.com
Digital game technologies, that is, games and emerging game-based applications, are
pervasively spread in society as a means of entertainment, education and exercise, amongst …
pervasively spread in society as a means of entertainment, education and exercise, amongst …
From teleportation to climbing: A review of locomotion techniques in the most used commercial virtual reality applications
Exploration of virtual reality locomotion has a rich history, including in the creation of
taxonomies categorising individual techniques. However, most existing research collects …
taxonomies categorising individual techniques. However, most existing research collects …
Self-determination theory in HCI games research: Current uses and open questions
Self-Determination Theory (SDT), a major psychological theory of human motivation, has
become increasingly popular in Human-Computer Interaction (HCI) research on games and …
become increasingly popular in Human-Computer Interaction (HCI) research on games and …
Robots for inclusive play: Co-designing an educational game with visually impaired and sighted children
Despite being included in mainstream schools, visually impaired children still face barriers
to social engagement and participation. Games could potentially help, but games that cater …
to social engagement and participation. Games could potentially help, but games that cater …
Investigating virtual reality locomotion techniques with blind people
Many Virtual Reality (VR) locomotion techniques have been proposed, but those explored
for and with blind people are often custom-made or require specialized equipment …
for and with blind people are often custom-made or require specialized equipment …
The design space of the auditory representation of objects and their behaviours in virtual reality for blind people
As virtual reality (VR) is typically designed in terms of visual experience, it poses major
challenges for blind people to understand and interact with the environment. To address …
challenges for blind people to understand and interact with the environment. To address …
" My Zelda Cane": Strategies Used by Blind Players to Play Visual-Centric Digital Games
Mainstream games are typically designed around the visual experience, with behaviors and
interactions highly dependent on vision. Despite this, blind people are playing mainstream …
interactions highly dependent on vision. Despite this, blind people are playing mainstream …
Navstick: Making video games blind-accessible via the ability to look around
Video games remain largely inaccessible to visually impaired people (VIPs). Today's blind-
accessible games are highly simplified renditions of what sighted players enjoy, and they do …
accessible games are highly simplified renditions of what sighted players enjoy, and they do …
“It's Easier to Play Alone”: A Survey Study of Gaming With Disabilities
Within gamers, disabled people remain an understudied minority. While research indicates
that they actively play single-player games, we lack an understanding of their experience …
that they actively play single-player games, we lack an understanding of their experience …
Echolocation as a means for people with visual impairment (PVI) to acquire spatial knowledge of virtual space
In virtual environments, spatial information is communicated visually. This prevents people
with visual impairment (PVI) from accessing such spaces. In this article, we investigate …
with visual impairment (PVI) from accessing such spaces. In this article, we investigate …