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Virtual worlds: A new opportunity for people with lifelong disability?
0 references·11 citing·43 second hop
Virtual worlds: A new opportunity for people with lifelong disability? (2010)Virtual worlds: A new opportunity for peo…The museum of digital things: extended reality and museum practices (2024)The museum of digital things:…How do people with physical disabilities want to construct virtual identities with avatars? (2022)How do people with physical d…‘Whose agenda? Who knows best? Whose voice?’ Co-creating a technology research roadmap with autism stakeholders (2019)‘Whose agenda? Who knows best…The impact of information and communication technology (ICT) on the lives of disabilities: a case in Bangladesh (2016)The impact of information and…Designing Effective Learning Technologies for Autistic People (2016)Designing Effective Learning …Visualising disability and activism in Second Life (2015)Visualising disability and ac…Teachers’ perceptions of virtual worlds as a medium for social inclusion for adults with intellectual disability (2015)Teachers’ perceptions of virt…Use of Avatars and a Virtual Community to Increase Cultural Competence (2014)Use of Avatars and a Virtual …Assessment of Web Content Accessibility Levels in Spanish Official Online Education Environments (2014)Assessment of Web Content Acc…Capabilities and Affordances of Virtual Worlds for People with Lifelong Disability (2013)Capabilities and Affordances …Initial experience with virtual worlds for people with lifelong disability : preliminary findings (2011)Initial experience with virtu…Qualitative research & evaluation methods (2002)Cyber bullying in ADHD and Asperger Syndrome populations (2011)How do People with Disability Use and Experience Virtual Worlds and ICT: A Literature Review (2012)A web accessibility report card for top international university web sites (2007)What Frustrates Screen Reader Users on the Web: A Study of 100 Blind Users (2007)Automatic web accessibility metrics: Where we are and where we can go (2011)Extending the Evaluation on Philippine E-Government Services on its Accessibility for Disabled Person (2020)Website accessibility of travel agents : An evaluation using web diagnostic tools (2020)Identifying accessibility factors affecting learner inclusion in online university programs (2022)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)The Sage Handbook of Qualitative Research[1] (2006)Developing holistic competence in cross-cultural social work practice: Simulation-based learning optimized by blended teaching approach (2021)Enhancing New Media Literacies of Social Work Students through a Participatory Learning Environment (2021)Computer-Based Simulations in Social Work Education: A Scoping Review (2022)A Thousand Plateaus: Capitalism and Schizophrenia (1989)Difference and repetition (1994)The Human Condition (1998)Social Research Methods (1984)Participant Observation: A Methodology for Human Studies (1990)Qualitative inquiry & research design : choosing among five approaches (2013)Controversial issues in a disabling society (2003)Science, Technology, Engineering, and Mathematics (STEM) Participation Among College Students with an Autism Spectrum Disorder (2012)Interactive Technologies for Autistic Children: A Review (2014)Technology-enhanced and game based learning for children with special needs: a systematic mapping study (2021)The definition of disability: what is in a name? (2006)A Multidimensional Analysis of the Disability Digital Divide: Some Evidence for Internet Use (2010)Disability and Poverty in Developing Countries: A Multidimensional Study (2012)Activity, consciousness, and personality (1978)On the ontological status of autism: the ‘double empathy problem’ (2012)Learning by Expanding (2014)Autism, epistemic injustice, and epistemic disablement: a relational account of epistemic agency (2021)Inclusive Practices for Neurodevelopmental Research (2021)Sibling Relationships in Adolescence and Young Adulthood in Multiple Contexts: A Critical Review (2022)The phenomenon of social representations. (1984)Social cognition : an integrated introduction (2006)Personalization versus Customization: The Importance of Agency, Privacy, and Power Usage (2010)A grounded investigation of game immersion (2004)Using thematic analysis in psychology (2006)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (2018)Beyond the screen: enhancing ethnic cultural representation and engagement through immersive 360° documentary experiences in museums (2025)Virtual Museums as Meaning-Modeling Systems in Digital Heritage (2025)Exploring the drivers of users' adoption of museum digital humans (2026)
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Cited by

  • 2019‘Whose agenda? Who knows best? Whose voice?’ Co-creating a technology research roadmap with autism stakeholders106 cited
  • 2014Use of Avatars and a Virtual Community to Increase Cultural Competence38 cited
  • 2024The museum of digital things: extended reality and museum practices22 cited
  • 2022How do people with physical disabilities want to construct virtual identities with avatars?21 cited
  • 2014Assessment of Web Content Accessibility Levels in Spanish Official Online Education Environments19 cited
  • 2015Teachers’ perceptions of virtual worlds as a medium for social inclusion for adults with intellectual disability14 cited
  • 2015Visualising disability and activism in Second Life13 cited
  • 2011Initial experience with virtual worlds for people with lifelong disability : preliminary findings10 cited
  • 2016The impact of information and communication technology (ICT) on the lives of disabilities: a case in Bangladesh5 cited
  • 2016Designing Effective Learning Technologies for Autistic People4 cited
  • 2013Capabilities and Affordances of Virtual Worlds for People with Lifelong Disability1 cited

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