| Accessibility in virtual worlds |
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Conference on Human Factors in Computing Systems
archive
CHI '08 extended abstracts on Human factors in computing systems
table of contents
Florence, Italy
SESSION: Works in progress
table of contents
Pages 2727-2732
Year of Publication: 2008
ISBN:978-1-60558-012-X
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Authors
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Shari M. Trewin
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IBM T.J. Watson Research Center, Hawthorne, NY, USA
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Mark R. Laff
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IBM T.J. Watson Research Center, Hawthorne, NY, USA
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Anna Cavender
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IBM T.J. Watson Research Center, Hawthorne, NY & University of Washington, Seattle, NY, USA
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Vicki L. Hanson
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IBM T.J. Watson Research Center, Hawthorne, NY, USA
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Downloads (6 Weeks): 15, Downloads (12 Months): 139, Citation Count: 1
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ABSTRACT
Virtual worlds present both an opportunity and a challenge to people with disabilities. Standard ways to make such worlds accessible to a broad set of users have yet to emerge, although some core requirements are already clear. This paper describes work in progress towards an accessible 3D multi-player game that includes a set of novel tools for orienting, searching and navigating the world.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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Matthew T. Atkinson , Sabahattin Gucukoglu , Colin H. C. Machin , Adrian E. Lawrence, Making the mainstream accessible: redefining the game, Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames, p.21-28, July 30-31, 2006, Boston, Massachusetts
[doi> 10.1145/1183316.1183321]
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AudioGames. http://www.audiogames.net/
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Bartiméus Accessibility Foundation. Game Accessibility. http://www.game-accessibility.com/
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Bierre, K., Hinn, M., Martin, T., McIntosh, M., Snider, T., Stone, K., Westin, T. Accessibility in Games: Motivations and Approaches. White paper, International Game Developers Association (IGDA) June 29, 2004. http://www.igda.org/accessibility/IGDA_Accessibility_WhitePaper.pdf
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DeafGamers. http://www.deafgamers.com/
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Grammenos, D., Savidis, A., Stephanidis, C. (2007) Unified Design of Universally Accessible Games. Universal Access in Human-Computer Interaction Applications and Services. 607--616.
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Gwinn, Eric. "Disabled gamers want more than 'fluffy' choices." Chicago Tribune April 10, 2007.
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Kimball, Reid. Games{CC}: See the Sound. http://gamescc.rbkdesign.com/
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Nemec V., Míkovec Z., Slavík P. Adaptive Navigation of Visually Impaired Users in a Virtual Environment on the World Wide Web. In N. Carbonell, C. Stephanidis (Eds.): User Interfaces for All, LNCS 2615, pp. 68--79, 2003. Springer-Verlag Berlin Heidelberg 2003.
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Ossmann, R. Guidelines for Developing Accessible Games. May 31, 2006. http://gameaccess.medialt.no/guide.php
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Westin, T. Game accessibility case study: Terraformers -- a real-time 3D graphic game. Proc. 5th Intl Conf. Disability, Virtual Reality & Assoc. Tech., Oxford, UK, 2004. 95--100
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CITED BY
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Shari Trewin , Vicki L. Hanson , Mark R. Laff , Anna Cavender, PowerUp: an accessible virtual world, Proceedings of the 10th international ACM SIGACCESS conference on Computers and accessibility, October 13-15, 2008, Halifax, Nova Scotia, Canada
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