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Equal-Level Interaction: A Case Study for Improving User Experiences of Visually-Impaired and Sighted People in Group Activities
5 references·0 citing·22 second hop
Equal-Level Interaction: A Case Study for Improving User Experiences of Visually-Impaired and Sighted People in Group Activities (2018)Equal-Level Interaction: A Case Study for…Measuring engagement in video game-based environments: Investigation of the User Engagement Scale (2014)Measuring engagement in video…TapBeats (2011)TapBeatsAudiOdyssey (2007)AudiOdysseySupporting Cross-Modal Collaboration: Adding a Social Dimension to Accessibility (2006)Supporting Cross-Modal Collab…Assembling the senses (2004)Assembling the sensesNonvisual presentation of graphical user interfaces (1994)Transforming Graphical Interfaces Into Auditory Interfaces for Blind Users (1997)A Non-visual Approach to Improving Collaboration Between Blind and Sighted Internet Users (2007)Identifying Barriers to Collaborative Learning for the Blind (2012)Inclusion in computing and engineering education: Perceptions and learning in diagram-based e-learning classes with blind and sighted learners (2017)A simplest systematics for the organization of turn-taking for conversation (1974)A simplest systematics for the organization of turn-taking for conversation (1974)SoundBar (2006)An initial investigation into non-visual computer supported collaboration (2007)An Intelligent and Interactive Interface to Support Symmetrical Collaborative Educational Writing among Visually Impaired and Sighted Users (2019)Flow: the psychology of optimal experience (1990)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)School Engagement: Potential of the Concept, State of the Evidence (2004)The Development and Validation of the Game User Experience Satisfaction Scale (GUESS) (2016)Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use (2019)‘Go with the flow’ for gamification and sustainability marketing (2021)MathMelodies: Inclusive Design of a Didactic Game to Practice Mathematics (2014)W3C Accessibility Guidelines for Mobile Games (2018)Validation and Prioritization of Design Options for Accessible Player Experiences (2021)VI-Tennis (2010)Human-in-the-Loop Machine Learning to Increase Video Accessibility for Visually Impaired and Blind Users (2020)Exploring the Experiences of Streamers with Visual Impairments (2021)
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References

  • 2014Measuring engagement in video game-based environments: Investigation of the User Engagement Scale308 cited
  • 2004Assembling the senses69 cited
  • 2011TapBeats28 cited
  • 2007AudiOdyssey27 cited
  • 2006Supporting Cross-Modal Collaboration: Adding a Social Dimension to Accessibility20 cited

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