Virtual worlds such as Second Life are becoming an increasingly popular place to learn, socialise, and do business. However, these 3D virtual worlds are not accessible to people who are visually impaired, effectively creating a digital divide. This paper discusses the barriers to access for blind and visually impaired people to these increasingly popular environments, and asks the question to the CHArt community, 'Can we engage in 3D digital worlds without vision?
This thesis presents a non-visual game for visually impaired people which uses technology designed f...
This paper provides a review from the current academic and popular literature of current initiatives...
Visually impaired persons possess a specific set of functional and sensory requirements for their su...
3D virtual environments are increasingly used for education, business and recreation but are often i...
Virtual worlds present both an opportunity and a challenge to people with disabilities. Standard way...
Tese de Mestrado, Informática, 2023, Universidade de Lisboa, Faculdade de CiênciasVisually-Impaired ...
This thesis aims to illuminate and describe how there are problems with the development of virtual r...
Online virtual worlds such as Second Life and World of Warcraft offer users the chance to participat...
Online Information Communication Technologies (ICTs) make accessing information any time, any place ...
Online Information Communication Technologies (ICTs) make accessing information any time, any place ...
Over the last three decades, video games have evolved from an obscure pastime to a force of change t...
For many millions of users, 3D virtual worlds provide an engaging, immersive experience heightened b...
This paper explores the intersection of disability studies and persistent online virtual worlds, and...
This paper provides a review of current initiatives in providing alternative user interfaces for vir...
Blindness, the complete loss of eyesight is an issue that has affected people all over the world. Wi...
This thesis presents a non-visual game for visually impaired people which uses technology designed f...
This paper provides a review from the current academic and popular literature of current initiatives...
Visually impaired persons possess a specific set of functional and sensory requirements for their su...
3D virtual environments are increasingly used for education, business and recreation but are often i...
Virtual worlds present both an opportunity and a challenge to people with disabilities. Standard way...
Tese de Mestrado, Informática, 2023, Universidade de Lisboa, Faculdade de CiênciasVisually-Impaired ...
This thesis aims to illuminate and describe how there are problems with the development of virtual r...
Online virtual worlds such as Second Life and World of Warcraft offer users the chance to participat...
Online Information Communication Technologies (ICTs) make accessing information any time, any place ...
Online Information Communication Technologies (ICTs) make accessing information any time, any place ...
Over the last three decades, video games have evolved from an obscure pastime to a force of change t...
For many millions of users, 3D virtual worlds provide an engaging, immersive experience heightened b...
This paper explores the intersection of disability studies and persistent online virtual worlds, and...
This paper provides a review of current initiatives in providing alternative user interfaces for vir...
Blindness, the complete loss of eyesight is an issue that has affected people all over the world. Wi...
This thesis presents a non-visual game for visually impaired people which uses technology designed f...
This paper provides a review from the current academic and popular literature of current initiatives...
Visually impaired persons possess a specific set of functional and sensory requirements for their su...