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Branch Explorer: Leveraging Branching Narratives to Support Interactive 360° Video Viewing for Blind and Low Vision Users
14 references·0 citing·44 second hop
Branch Explorer: Leveraging Branching Narratives to Support Interactive 360° Video Viewing for Blind and Low Vision Users (2025)Branch Explorer: Leveraging Branching Nar…DanmuA11y: Making Time-Synced On-Screen Video Comments (Danmu) Accessible to Blind and Low Vision Users via Multi-Viewer Audio Discussions (2025)DanmuA11y: Making Time-Synced…Surveyor: Facilitating Discovery Within Video Games for Blind and Low Vision Players (2024)Surveyor: Facilitating Discov…Making Short-Form Videos Accessible with Hierarchical Video Summaries (2024)Making Short-Form Videos Acce…ImageAssist: Tools for Enhancing Touchscreen-Based Image Exploration Systems for Blind and Low Vision Users (2023)ImageAssist: Tools for Enhanc…“The Guide Has Your Back”: Exploring How Sighted Guides Can Enhance Accessibility in Social Virtual Reality for Blind and Low Vision People (2023)“The Guide Has Your Back”: Ex…Toward Automatic Audio Description Generation for Accessible Videos (2021)Toward Automatic Audio Descri…NavStick: Making Video Games Blind-Accessible via the Ability to Look Around (2021)NavStick: Making Video Games …Image Explorer: Multi-Layered Touch Exploration to Make Images Accessible (2021)Image Explorer: Multi-Layered…Rescribe (2020)RescribeSeeingVR (2019)SeeingVRThe Geometry of Storytelling (2017)The Geometry of StorytellingMeasuring Narrative Engagement (2009)Measuring Narrative EngagementThe Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plu…Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A Motivational Model of Video Game Engagement (2010)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Flow: the psychology of optimal experience (1990)The role of transportation in the persuasiveness of public narratives. (2000)Confirmatory factor analysis for applied research (2007)Identification as a Mechanism of Narrative Persuasion (2011)How Does Fiction Reading Influence Empathy? An Experimental Investigation on the Role of Emotional Transportation (2013)Narrative versus Nonnarrative: The Role of Identification, Transportation, and Emotion in Reducing Health Disparities (2013)EXPERIMENTAL PSYCHOLOGY (1940)Working Memory (1974)A scaling method for priorities in hierarchical structures (1977)The theory of planned behavior (1991)A System for the Notation of Proxemic Behavior1 (1963)Emergent focused interactions in public places: A systematic analysis of the multimodal achievement of a common interactional space (2008)A question of proximity: exploring a new screen grammar for 360-degree cinematic virtual reality (2019)VizWiz (2010)Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis (2013)Accessible by Design: An Opportunity for Virtual Reality (2019)Inclusive AR/VR: accessibility barriers for immersive technologies (2023)Inclusive Augmented and Virtual Reality: A Research Agenda (2023)Understanding Blind People's Experiences with Computer-Generated Captions of Social Media Images (2017)"Person, Shoes, Tree. Is the Person Naked?" What People with Vision Impairments Want in Image Descriptions (2020)Twitter A11y: A Browser Extension to Make Twitter Images Accessible (2020)OmniScribe: Authoring Immersive Audio Descriptions for 360° Videos (2022)Beyond Audio Description: Exploring 360° Video Accessibility with Blind and Low Vision Users Through Collaborative Creation (2023)SPICA: Interactive Video Content Exploration through Augmented Audio Descriptions for Blind or Low-Vision Viewers (2024)What in the World Do We Hear?: An Ecological Approach to Auditory Event Perception (1993)“It Feels Like Being Locked in A Cage”: Understanding Blind or Low Vision Streamers’ Perceptions of Content Curation Algorithms (2022)Development of NASA-TLX (Task Load Index): Results of Empirical and Theoretical Research (1988)Game accessibility: a survey (2010)The benefits of playing video games. (2013)"My Zelda Cane": Strategies Used by Blind Players to Play Visual-Centric Digital Games (2023)Using thematic analysis in psychology (2006)Guidelines are only half of the story (2012)An AI Guide to Enhance Accessibility of Social Virtual Reality for Blind People (2024)Asleep at the Virtual Wheel: The Increasing Inaccessibility of Virtual Reality Applications (2025)Understanding VR Accessibility Practices of VR Professionals (2025)Automatic Alt-text (2017)Women Also Snowboard: Overcoming Bias in Captioning Models (2018)Everyday Uncertainty: How Blind People Use GenAI Tools for Information Access (2025)Surfacing Variations to Calibrate Perceived Reliability of MLLM-generated Image Descriptions (2025)
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References

  • 1956The magical number seven, plus or minus two: Some limits on our capacity for processing information.17,773 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 2009Measuring Narrative Engagement1,087 cited
  • 2019SeeingVR210 cited
  • 2021Toward Automatic Audio Description Generation for Accessible Videos87 cited
  • 2020Rescribe74 cited
  • 2017The Geometry of Storytelling52 cited
  • 2021NavStick: Making Video Games Blind-Accessible via the Ability to Look Around48 cited
  • 2024Making Short-Form Videos Accessible with Hierarchical Video Summaries40 cited
  • 2023“The Guide Has Your Back”: Exploring How Sighted Guides Can Enhance Accessibility in Social Virtual Reality for Blind and Low Vision People33 cited
  • 2023ImageAssist: Tools for Enhancing Touchscreen-Based Image Exploration Systems for Blind and Low Vision Users29 cited
  • 2021Image Explorer: Multi-Layered Touch Exploration to Make Images Accessible26 cited
  • 2024Surveyor: Facilitating Discovery Within Video Games for Blind and Low Vision Players14 cited
  • 2025DanmuA11y: Making Time-Synced On-Screen Video Comments (Danmu) Accessible to Blind and Low Vision Users via Multi-Viewer Audio Discussions13 cited

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