Game accessibility: a survey

B Yuan, E Folmer, FC Harris - Universal Access in the information Society, 2011 - Springer
Over the last three decades, video games have evolved from a pastime into a force of
change that is transforming the way people perceive, learn about, and interact with the world …

A design space for human sensor and actuator focused in-vehicle interaction based on a systematic literature review

P Jansen, M Colley, E Rukzio - Proceedings of the ACM on Interactive …, 2022 - dl.acm.org
Automotive user interfaces constantly change due to increasing automation, novel features,
additional applications, and user demands. While in-vehicle interaction can utilize numerous …

User-defined game input for smart glasses in public space

YC Tung, CY Hsu, HY Wang, S Chyou, JW Lin… - Proceedings of the 33rd …, 2015 - dl.acm.org
Smart glasses, such as Google Glass, provide always-available displays not offered by
console and mobile gaming devices, and could potentially offer a pervasive gaming …

An exploration of captioning practices and challenges of individual content creators on YouTube for people with hearing impairments

FM Li, C Lu, Z Lu, P Carrington, KN Truong - Proceedings of the ACM on …, 2022 - dl.acm.org
Deaf and Hard-of-Hearing (DHH) audiences have long complained about caption qualities
for many online videos created by individual content creators on video-sharing platforms …

“I Didn't Catch That, But I'll Try My Best”: Anticipatory Error Handling in a Voice Controlled Game

N Zargham, J Pfau, T Schnackenberg… - Proceedings of the 2022 …, 2022 - dl.acm.org
Advances in speech recognition, language processing and natural interaction have led to an
increased industrial and academic interest. While the robustness and usability of such …

Apraxia world: A speech therapy game for children with speech sound disorders

A Hair, P Monroe, B Ahmed, KJ Ballard… - Proceedings of the 17th …, 2018 - dl.acm.org
This paper presents Apraxia World, a remote therapy tool for speech sound disorders that
integrates speech exercises into an engaging platformer-style game. In Apraxia World, the …

Hummer: Text entry by gaze and hum

R Hedeshy, C Kumar, R Menges, S Staab - Proceedings of the 2021 CHI …, 2021 - dl.acm.org
Text entry by gaze is a useful means of hands-free interaction that is applicable in settings
where dictation suffers from poor voice recognition or where spoken words and sentences …

Methodological standards in accessibility research on motor impairments: A survey

Z Sarsenbayeva, N Van Berkel, E Velloso… - ACM Computing …, 2022 - dl.acm.org
The design and evaluation of accessibility technology is a core component of the computer
science landscape, aiming to ensure that digital innovations are accessible to all. One of the …

Let's Talk Games: An Expert Exploration of Speech Interaction with NPCs

N Zargham, MA Friehs, L Tonini… - … Journal of Human …, 2024 - Taylor & Francis
Recent years have witnessed significant advances in speech recognition and language
processing technologies, enabling natural language conversations with computers …

Player identity dissonance and voice interaction in games

M Carter, F Allison, J Downs, M Gibbs - Proceedings of the 2015 Annual …, 2015 - dl.acm.org
In the past half-decade, advances in voice recognition technology and the proliferation of
consumer devices like the Microsoft Kinect have seen a significant rise in the use of voice …