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Accessible Heads-Up Computing
7 references·1 citing·39 second hop
Accessible Heads-Up Computing (2024)Accessible Heads-Up ComputingLearners in the Metaverse: A Systematic Review on the Use of Roblox in Learning (2023)Learners in the Metaverse: A …Game accessibility: Adaptation of a digital escape room game to improve spatial cognitive skills on blind people (2023)Game accessibility: Adaptatio…Extended Analysis Procedure for Inclusive Game Elements: Accessibility Features in the Last of Us Part 2 (2021)Extended Analysis Procedure f…Accessibility Guidelines for VR Games - A Comparison and Synthesis of a Comprehensive Set (2021)Accessibility Guidelines for …Playing Blind (2019)Playing BlindAccessibility in video games: a systematic review (2018)Accessibility in video games:…Methods and Techniques of Adaptive Web Accessibility for the Blind and Visually Impaired (2015)Methods and Techniques of Ada…See Through My Eyes: Using Multimodal Large Language Model for Describing Rendered Environments to Blind People (2025)See Through My Eyes: Using Mu…Applying Web Usability Criteria for Vision-Impaired Users: Does It Really Improve Task Performance? (2008)Guidelines are only half of the story (2012)Text-to-speeches (2014)Accessibility and Usability of Websites Intended for People with Disabilities: A Preliminary Study (2016)Web accessibility challenges and perspectives: A systematic literature review (2016)Evaluating the accessibility of provinces' e-government websites in Indonesia (2017)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Web-Based Serious Games and Accessibility: A Systematic Literature Review (2020)Accessibility of games and game-based applications: A systematic literature review and mapping of future directions (2023)The Place of Inter-Rater Reliability in Qualitative Research: An Empirical Study (1997)Using thematic analysis in psychology (2006)International Handbook of Internet Research (2010)Robots for Inclusive Play: Co-designing an Educational Game With Visually Impaired and sighted Children (2020)Self-Determination Theory in HCI Games Research: Current Uses and Open Questions (2020)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms (2024)Designing universally accessible games (2009)Game accessibility: a survey (2010)Advances in Game Accessibility from 2005 to 2010 (2011)Who Can Play? Rethinking Video Game Controllers and Accessibility (2023)Escape-INF-VR: An Accessible VR Escape Game Proposal for Blind Individuals (2024)Mobile Game Accessibility Guidelines for Users with Dual Concurrent Disabilities: A Systematic Literature Review (2026)Universal Access in the Information Society (2013)Accessible by Design: An Opportunity for Virtual Reality (2019)Towards an Inclusive and Accessible Metaverse (2023)Accessibility Feature Implementation Within Free VR Experiences (2024)Understanding VR Accessibility Practices of VR Professionals (2025)What video games have to teach us about learning and literacy (2003)A systematic approach to conducting review studies: An assessment of content analysis in 25 years of IB research (2017)Metaverse – the new marketing universe (2022)A Study of the Key Factors Influencing Young Users’ Continued Use of the Digital Twin-Enhanced Metaverse Museum (2024)Natural Language Processing Influence on Digital Socialization and Linguistic Interactions in the Integration of the Metaverse in Regular Social Life (2024)AI Moderation and Legal Frameworks in Child-Centric Social Media: A Case Study of Roblox (2025)Measuring and defining the experience of immersion in games (2008)Escape education: A systematic review on escape rooms in education (2020)How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies (2025)Support Strategies for Remote Guides in Assisting People with Visual Impairments for Effective Indoor Navigation (2020)“The Guide Has Your Back”: Exploring How Sighted Guides Can Enhance Accessibility in Social Virtual Reality for Blind and Low Vision People (2023)
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References

  • 2023Learners in the Metaverse: A Systematic Review on the Use of Roblox in Learning125 cited
  • 2018Accessibility in video games: a systematic review96 cited
  • 2019Playing Blind82 cited
  • 2021Accessibility Guidelines for VR Games - A Comparison and Synthesis of a Comprehensive Set56 cited
  • 2015Methods and Techniques of Adaptive Web Accessibility for the Blind and Visually Impaired37 cited
  • 2023Game accessibility: Adaptation of a digital escape room game to improve spatial cognitive skills on blind people11 cited
  • 2021Extended Analysis Procedure for Inclusive Game Elements: Accessibility Features in the Last of Us Part 210 cited

Cited by

  • 2025See Through My Eyes: Using Multimodal Large Language Model for Describing Rendered Environments to Blind People2 cited

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