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Exploring the Use of the SoundVizVR Plugin with Game Developers in the Development of Sound-Accessible Virtual Reality Games
2 references·3 citing·23 second hop
Exploring the Use of the SoundVizVR Plugin with Game Developers in the Development of Sound-Accessible Virtual Reality Games (2023)Exploring the Use of the SoundVizVR Plugi…Ability-Based Design (2011)Ability-Based DesignGame accessibility: a survey (2010)Game accessibility: a surveySoundModVR: Sound Modifications in Virtual Reality to Support People who are Deaf and Hard of Hearing (2024)SoundModVR: Sound Modificatio…Exploring the SoundVizVR Plugin in the Development of Sound-Accessible Virtual Reality Games: Insights from Game Developers and Players (2024)Exploring the SoundVizVR Plug…Accessibility Feature Implementation Within Free VR Experiences (2024)Accessibility Feature Impleme…Give me that online religion (2001)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Playability: analysing user experience in video games (2012)Avatars and computer-mediated communication: A review of the definitions, uses, and effects of digital representations on communication (2018)The Purpose of Play (2021)Universal usability (2000)The Invisible Work of Accessibility (2015)Online e-learning and cognitive disabilities: A systematic review (2018)What Do We Mean by "Accessibility Research"? A Literature Survey of Accessibility Papers in CHI and ASSETS from 1994 to 2019 (2021)Guidelines are only half of the story (2012)SeeingVR (2019)“I just went into it assuming that I wouldn't be able to have the full experience” (2020)Asleep at the Virtual Wheel: The Increasing Inaccessibility of Virtual Reality Applications (2025)Exclusion Rates among Disabled and Older Users of Virtual and Augmented Reality (2025)Understanding Accessibility for Physically Disabled Users in VR: Interplay of Physical, Digital, and Experiential Layers (2025)Thematic analysis. (2012)Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems (2024)Complete Counterbalancing of Immediate Sequential Effects in a Latin Square Design (1958)Measuring the Reliability of Qualitative Text Analysis Data (2004)An In-the-Wild Accessibility Evaluation of Apple Vision Pro for Deaf or Hard of Hearing Users (2025)SceneGenA11y: How can Runtime Generative tools improve the Accessibility of a Virtual 3D Scene? (2025)Towards Audio Personalization for Accessible Digital Media (2025)
this work references cited by second hop

References

  • 2011Ability-Based Design584 cited
  • 2010Game accessibility: a survey379 cited

Cited by

  • 2024Accessibility Feature Implementation Within Free VR Experiences13 cited
  • 2024SoundModVR: Sound Modifications in Virtual Reality to Support People who are Deaf and Hard of Hearing8 cited
  • 2024Exploring the SoundVizVR Plugin in the Development of Sound-Accessible Virtual Reality Games: Insights from Game Developers and Players3 cited

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