Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
31 results found tagged gamification.
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LyreFlute: Sensor-Based Musical Experience for COPD Rehabilitation
LyreFlute is a sensor-equipped musical instrument paired with a 3D rhythm game that reframes at-home COPD (Chronic Obstructive Pulmonary Disease) breathing exercises as a culturally grounded, narrative-driven experience. The authors motivate the work…
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Supporting Money Management among Adults with Down Syndrome: A Multi-Technology Probe Study
Johnson, Spalitta, Kim, and Mutlu designed three cash-based budgeting technology probes for adults with Down syndrome (AwDS) and ran a comparative usage study with seven participants aged 19-39. The work is motivated by a gap between special-educatio…
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AccessQuest: A Game-Based Approach to Digital Accessibility Education
Parthasarathy and Joshi present AccessQuest, a single-player, role-playing platformer that teaches five WCAG 2.1 Level A success criteria — text alternatives (1.1.1), captions for pre-recorded content (1.2.2), transcripts for audio-only content (1.2.…
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Accessibility Education for Software Engineers: Evaluating the Impact of Game-Based Learning
Parthasarathy and Joshi address a persistent industry problem: despite 25 years of WCAG, only 5.2% of top web homepages fully conform, and organizations consistently report that staff lack accessibility skills. Academic curricula are slowly integrati…
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Motivating Multi-Generational Crowd Workers in Social-Purpose Work
This CSCW 2015 paper from IBM Research Tokyo and the University of Tokyo investigates how to sustain a volunteer community in 'social-purpose crowdsourcing' — crowd work with altruistic goals such as supporting libraries or producing materials for pe…
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Stroke Therapy through Motion-Based Games: A Case Study
This paper presents a detailed six-week home-based case study of a 62-year-old woman (pseudonym Marie) who was seventeen years post-stroke, using custom motion-based video games for upper extremity rehabilitation. Marie had left hemiparesis affecting…
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Kinerehab: A Kinect-based System for Physical Rehabilitation — A Pilot Study for Young Adults with Motor Disabilities
This paper presents Kinerehab, a Kinect-based intelligent rehabilitation system designed to assist young adults with motor disabilities in performing physical therapy exercises. Developed in collaboration with physical therapists at the Kaohsiung Cou…
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A Game to Target the Spelling of German Children with Dyslexia
This demonstration paper presents the adaptation of Dyseggxia, a successful Spanish spelling game for children with dyslexia, to the German language. The original Spanish version was evaluated in an 8-week study with 48 children (ages 6-11) and showe…
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Sensory Substitution Training for Users Who Are Blind with Dynamic Stimuli, Games and Virtual Environments
This paper explores whether gamification and dynamic training can address one of the major barriers to sensory substitution device (SSD) adoption: the long, arduous learning process. SSDs like EyeMusic convert visual information into sound, enabling …
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ARMStrokes: A Mobile App for Everyday Stroke Rehabilitation
This paper presents ARMStrokes, an iPhone application that enables stroke survivors to perform upper extremity rehabilitation exercises anywhere and anytime using only built-in smartphone sensors. Stroke affects over 795,000 Americans annually and of…