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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
Authors
Shari M. Trewin  IBM T.J. Watson Research Center, Hawthorne, NY, USA
Mark R. Laff  IBM T.J. Watson Research Center, Hawthorne, NY, USA
Anna Cavender  IBM T.J. Watson Research Center, Hawthorne, NY & University of Washington, Seattle, NY, USA
Vicki L. Hanson  IBM T.J. Watson Research Center, Hawthorne, NY, USA
Sponsors
ACM: Association for Computing Machinery
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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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.

1
 
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AudioGames. http://www.audiogames.net/
 
3
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.
 
7
Gwinn, Eric. "Disabled gamers want more than 'fluffy' choices." Chicago Tribune April 10, 2007.
 
8
Kimball, Reid. Games{CC}: See the Sound. http://gamescc.rbkdesign.com/
 
9
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.
 
10
Ossmann, R. Guidelines for Developing Accessible Games. May 31, 2006. http://gameaccess.medialt.no/guide.php
 
11
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


Collaborative Colleagues:
Shari M. Trewin: colleagues
Mark R. Laff: colleagues
Anna Cavender: colleagues
Vicki L. Hanson: colleagues