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TextSL
6 references·11 citing·42 second hop
TextSL (2009)TextSLToward accessible 3D virtual environments for the blind and visually impaired (2008)Toward accessible 3D virtual …PowerUp (2008)PowerUpIncreasing web accessibility by automatically judging alternative text quality (2007)Increasing web accessibility …Making the mainstream accessible (2006)Making the mainstream accessi…Improving accessibility of the web with a computer game (2006)Improving accessibility of th…Game accessibility case study : Terraformers - a real-time 3D graphic game (2004)Game accessibility case study…AltCanvas: A Tile-Based Editor for Visual Content Creation with Generative AI for Blind or Visually Impaired People (2024)AltCanvas: A Tile-Based Edito…Enable Blind Users’ Experience in 3D Virtual Environments: The Scene Weaver Prototype (2023)Enable Blind Users’ Experienc…Accessibility-Related Publication Distribution in HCI Based on a Meta-Analysis (2022)Accessibility-Related Publica…“Every Website Is a Puzzle!” : Facilitating Access to Common Website Features for People with Visual Impairments (2022)“Every Website Is a Puzzle!” …Autonomous Selection and Printing of 3D Models for People Who Are Blind (2018)Autonomous Selection and Prin…Rendering Virtual Worlds in Audio and Text (2014)Rendering Virtual Worlds in A…Improving Accessibility of Virtual Worlds by Automatic Object Labeling (2013)Improving Accessibility of Vi…TextSL (2010)TextSLSynthesizing meaningful feedback for exploring virtual worlds using a screen reader (2010)Synthesizing meaningful feedb…Seek-n-Tag: a game for labeling and classifying virtual world objects (2010)Seek-n-Tag: a game for labeli…Does a sonar system make a blind maze navigation computer game more "fun"? (2010)Does a sonar system make a bl…Human Computer Interfaces for People with Disabilities (1997)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Robots for Inclusive Play: Co-designing an Educational Game With Visually Impaired and sighted Children (2020)Exploring Asymmetric Roles in Mixed-Ability Gaming (2021)WebInSight: (2006)Transcoding (2008)The challenges of Web accessibility: The technical and social aspects of a truly universal Web (2015)Evaluating web accessibility of educational institutions websites using a variable magnitude approach (2021)Web content accessibility guidelines 1.0 (2001)Web Content Accessibility Guidelines 2.0 (2001)Web Content Accessibility Guidelines 2.0 (2009)Advances in Game Accessibility from 2005 to 2010 (2011)Game Not Over : Accessibility Issues in Video Games (2005)NavStick: Making Video Games Blind-Accessible via the Ability to Look Around (2021)Accessibility of Internet websites through time (2003)Beyond web content accessibility guidelines: Design of enhanced text user interfaces for blind internet users (2007)VizWiz (2010)Mathematics and Statistics (2019)Accessible Design for Museums: A Systematic Review on Multisensory Experience Based on Digital Technology (2024)A11yShape: AI-Assisted 3-D Modeling for Blind and Low-Vision Programmers (2025)Maximizing Usability: The Principles of Universal Design (1998)Using thematic analysis in psychology (2006)"Accessibility Came by Accident" (2018)Identification of Challenges and Best Practices for Including Users with Disabilities in User-Based Testing (2023)In-Page Navigation Aids for Screen-Reader Users with Automatic Topicalisation and Labelling (2024)Towards accessible website design through artificial intelligence: A systematic literature review (2025)Freedom to roam (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Critical Issues in Response-To-Intervention, Comprehensive Evaluation, and Specific Learning Disabilities Identification and Intervention: An Expert White Paper Consensus (2010)A Probabilistic Model and Metrics for Estimating Perceived Accessibility of Desktop Applications in Keystroke-Based Non-Visual Interactions (2023)The Systematic Review-lution: A Manifesto to Promote Rigour and Inclusivity in Research Synthesis (2023)Exclusion Rates among Disabled and Older Users of Virtual and Augmented Reality (2025)Interacting with mobile devices via VoiceOver (2012)RegionSpeak (2015)Handbook of Behavioral and Cognitive Geography (2018)IncluSim: An Accessible Educational Electronic Circuit Simulator for Blind and Low-Vision Learners (2025)VizXpress: Towards Expressive Visual Content by Blind Creators Through AI Support (2025)Computer games and visually impaired people (2007)Playing Blind (2019)Caption Crawler (2018)Rich Representations of Visual Content for Screen Reader Users (2018)
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References

  • 2006Improving accessibility of the web with a computer game156 cited
  • 2004Game accessibility case study : Terraformers - a real-time 3D graphic game85 cited
  • 2008Toward accessible 3D virtual environments for the blind and visually impaired85 cited
  • 2006Making the mainstream accessible65 cited
  • 2008PowerUp57 cited
  • 2007Increasing web accessibility by automatically judging alternative text quality31 cited

Cited by

  • 2022“Every Website Is a Puzzle!” : Facilitating Access to Common Website Features for People with Visual Impairments28 cited
  • 2024AltCanvas: A Tile-Based Editor for Visual Content Creation with Generative AI for Blind or Visually Impaired People25 cited
  • 2018Autonomous Selection and Printing of 3D Models for People Who Are Blind17 cited
  • 2022Accessibility-Related Publication Distribution in HCI Based on a Meta-Analysis15 cited
  • 2023Enable Blind Users’ Experience in 3D Virtual Environments: The Scene Weaver Prototype10 cited
  • 2010Does a sonar system make a blind maze navigation computer game more "fun"?9 cited
  • 2010TextSL6 cited
  • 2010Synthesizing meaningful feedback for exploring virtual worlds using a screen reader5 cited
  • 2010

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Seek-n-Tag: a game for labeling and classifying virtual world objects
4 cited
  • 2014Rendering Virtual Worlds in Audio and Text3 cited
  • 2013Improving Accessibility of Virtual Worlds by Automatic Object Labeling2 cited