Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
31 results found tagged gamification.
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Towards Large Scale Evaluation of Novel Sonification Techniques for Non Visual Shape Exploration
This paper presents six sonification techniques for exploring shapes on touchscreen devices and evaluates them through Invisible Puzzle, an iPhone application enabling large-scale unsupervised testing. The research addresses a critical need: people w…
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Eyes-free Exploration of Shapes with Invisible Puzzle
This paper presents Invisible Puzzle Game, an iPhone application that uses sonification techniques to enable people who are blind or visually impaired to explore shapes on touchscreen devices. Image exploration is fundamental for developing visuospat…
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Balance Assessment in Fall-Prevention Exergames
This paper presents two exergames designed to motivate elderly adults to perform fall-prevention exercises while simultaneously collecting balance assessment data using the Nintendo Wii Balance Board (WBB). Falls are a major health concern for older …
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DytectiveU: A Game to Train the Difficulties and the Strengths of Children with Dyslexia
This demonstration paper presents DytectiveU, a game-based application containing 35,000 exercises designed to train cognitive abilities related to dyslexia in Spanish-speaking children. Unlike most existing dyslexia interventions that focus narrowly…
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A Pilot Deployment of an Online Tool for Large-Scale Virtual Auditing of Urban Accessibility
This demonstration paper introduces Project Sidewalk, a web-based tool that enables anyone with an internet connection to remotely audit urban sidewalk accessibility by virtually walking through city streets using Google Street View. The tool address…
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Making Arabic PDF books accessible using gamification
This paper addresses the inaccessibility of Arabic PDF books for people with visual impairments, blindness, and dyslexia. Most online Arabic books are scanned images of printed originals, making them unreadable by screen readers and text-to-speech so…
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Introducing Game Elements in Crowdsourced Video Captioning by Non-Experts
This paper from CUNY Graduate Center and IBM Research Tokyo presents a gamified crowdsourcing platform for video captioning that combines ASR output with non-expert human transcription to improve caption accuracy without monetary rewards. The system …
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DysMusic: detecting dyslexia by web-based games with music elements
This doctoral consortium paper proposes DysMusic, a web-based serious game that uses music elements to detect dyslexia in children aged 3 to 6—before they enter formal schooling and begin experiencing academic failure. The research is motivated by lo…
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Towards the Prediction of Dyslexia by a Web-based Game with Musical Elements
This paper presents DysMusic, a web-based serious game prototype that aims to predict the risk of dyslexia in pre-reading children using musical elements rather than linguistic tasks. Current dyslexia screening tools rely on reading and writing abili…
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A Tangible Math Game for Visually Impaired Children
This demonstration paper presents iCETA, an inclusive interactive system for math learning that enables visually impaired children to autonomously engage with and solve additive composition tasks (addition and subtraction) through tangible interactio…