"The findings from this thesis show that virtual worlds offer valuable affordances for people with lifelong disability and identify six affordances offered: communication, mobility, personalization, social inclusion, personal development, and joint activity. The study also concludes that the affordances identified may represent constraints to some people because of their disability
Social inclusion of people with disability is one of the priorities of the United Nations Sustainabl...
ABSTRACT Reflecting on professional identity and improving design practice: An autoethnographic p...
Paper III is excluded from the dissertation until it is published.Social inclusion is a central goal...
One article © 2014 IEEE. Reprinted, with permission, from : Stendal, K., Molka-Danielsen, J., Munk...
An increasing number of people with lifelong disability are active members of virtual worlds. Throug...
Research Problem: Virtual worlds like Second Life are shared 3D graphical places where people intera...
People with disabilities (PWD) remain highly marginalized worldwide; they continue to receive insuff...
This thesis aims to illuminate and describe how there are problems with the development of virtual r...
Introduction: This paper reports results of an investigation into the needs of persons with disabili...
This paper explores the intersection of disability studies and persistent online virtual worlds, and...
Virtual Reality (VR) is an emerging technology that’s popularity has been increasing at a yearly rat...
Information and communication technologies (ICT) are important for people with disability in their d...
Studies report the virtual world program Second LifeTM is a successful environment for learning, tre...
PURPOSE: The aim of this research was to explore educators\u27 perceptions of a virtual world Second...
Virtual worlds are three-dimensional (3D) persistent multi-user online environments where users inte...
Social inclusion of people with disability is one of the priorities of the United Nations Sustainabl...
ABSTRACT Reflecting on professional identity and improving design practice: An autoethnographic p...
Paper III is excluded from the dissertation until it is published.Social inclusion is a central goal...
One article © 2014 IEEE. Reprinted, with permission, from : Stendal, K., Molka-Danielsen, J., Munk...
An increasing number of people with lifelong disability are active members of virtual worlds. Throug...
Research Problem: Virtual worlds like Second Life are shared 3D graphical places where people intera...
People with disabilities (PWD) remain highly marginalized worldwide; they continue to receive insuff...
This thesis aims to illuminate and describe how there are problems with the development of virtual r...
Introduction: This paper reports results of an investigation into the needs of persons with disabili...
This paper explores the intersection of disability studies and persistent online virtual worlds, and...
Virtual Reality (VR) is an emerging technology that’s popularity has been increasing at a yearly rat...
Information and communication technologies (ICT) are important for people with disability in their d...
Studies report the virtual world program Second LifeTM is a successful environment for learning, tre...
PURPOSE: The aim of this research was to explore educators\u27 perceptions of a virtual world Second...
Virtual worlds are three-dimensional (3D) persistent multi-user online environments where users inte...
Social inclusion of people with disability is one of the priorities of the United Nations Sustainabl...
ABSTRACT Reflecting on professional identity and improving design practice: An autoethnographic p...
Paper III is excluded from the dissertation until it is published.Social inclusion is a central goal...