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Author: 6451
11 results

Characterising Gaming Group Experiences

When people play digital games together, their experiences are often influenced by the group. While prior research has focused on the individual player experience, we argue that a deeper understanding of group dynamics is required for designing digital games that effectively support complex social interactions. In thi…

DR
Daniel Reis et al.University of Lisbon

Perspectives on Mixed-Ability Competition

Competition is typically centered on balance, fairness, and symmetric play. However, in mixed-ability competition, symmetric play is often not possible or desirable. Currently, it is not clear what can or should be done in the pursuit of the design of inclusive competitive experiences (in sports and games). In this p…

PT
Pedro Trindade et al.University of Lisbon

Designing and Evaluating a VR Boxing Experience with Blind People

Virtual Reality (VR) offers immersive experiences through advanced interaction mechanisms and rich sensory stimuli but is often inaccessible to blind people due to its over-reliance on visual feedback. While prior work has investigated specific aspects of VR accessibility, there is little knowledge on how to design fu…

DF
Diogo Furtado et al.University of Lisbon

A Living Framework for Understanding Cooperative Games

Playing cooperative games is recognised as a positive social activity. Yet, we have limited means to rigorously define or communicate the structures that govern these experiences, hindering attempts at consolidating knowledge and limiting the potential of design efforts. In this work, we introduce the Living Framework…

PP
Pedro Pais et al.University of Lisbon
AdRecommended

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Structured lessons, hands-on projects, and continuous updates for people bringing AI into real development work.

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Investigating Virtual Reality Locomotion Techniques with Blind People

Many Virtual Reality (VR) locomotion techniques have been proposed, but those explored for and with blind people are often custom-made or require specialized equipment. Consequently, it is unclear how popular techniques can support blind people's VR locomotion, blocking access to most VR experiences. We implemented th…

RR
Renato Alexandre Ribeiro et al.University of Lisbon

The Trick is to Stay Behind?: Defining and Exploring the Design Space of Player Balancing Mechanics

In multiplayer gaming, skill disparity can lead to frustrating and excluding experiences. Balancing approaches exist to level the playing field (e.g., providing aim assistance to low-performing players), but it is unclear how different design choices affect individual player experience. We first introduce a design spa…

DG
David Gonçalves et al.University of Lisbon

“My Zelda Cane”: Strategies Used by Blind Players to Play Visual-Centric Digital Games

Mainstream games are typically designed around the visual experience, with behaviors and interactions highly dependent on vision. Despite this, blind people are playing mainstream games while dealing with and overcoming inaccessible content, often together with friends and audiences. In this work, we analyze over 70 h…

DG
David Gonçalves et al.University of Lisbon

Investigating the Tradeoffs of Everyday Text-Entry Collection Methods

Typing on mobile devices is a common and complex task. The act of typing itself thereby encodes rich information, such as the typing method, the context it is performed in, and individual traits of the person typing. Researchers are increasingly using a selection or combination of experience sampling and passive sensi…

AR
André Rodrigues et al.University of Lisbon

Promoting Self-Efficacy Through an Effective Human-Powered Nonvisual Smartphone Task Assistant

Accessibility assessments typically focus on determining a binary measurement of task performance success/failure, and often neglect to acknowledge the nuances of those interactions. Although a large population of blind people find smartphone interactions possible, many experiences take a significant toll and can have…

AR
André Rodrigues et al.University of Lisbon
Accessibility and Assistive Technologies

Exploring Asymmetric Roles in Mixed-Ability Gaming

The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving cross-ability access to any of those are often limited in the experience they provi…

DG
David Gonçalves et al.University of Lisbon

Hybrid-Brailler: Combining Physical and Gestural Interaction for Mobile Braille Input and Editing

Braille input enables fast nonvisual entry speeds on mobile touchscreen devices. Yet, the lack of tactile cues commonly results in typing errors, which are hard to correct. We propose Hybrid-Brailler, an input solution that combines physical and gestural interaction to provide fast and accurate Braille input. We use t…

DT
Daniel Trindade et al.INESC-ID Lisboa
Paper TitleAuthorsResearch TopicsPaper DatabaseYear

Characterising Gaming Group Experiences

When people play digital games together, their experiences are often influenced by the group. While prior research has focused on the individual player experience, we argue that a deeper understanding of group dynamics is required for designing digital games that effectively support complex social interactions. In thi…

DR
Daniel Reis et al.University of Lisbon
emoji_events

Perspectives on Mixed-Ability Competition

Competition is typically centered on balance, fairness, and symmetric play. However, in mixed-ability competition, symmetric play is often not possible or desirable. Currently, it is not clear what can or should be done in the pursuit of the design of inclusive competitive experiences (in sports and games). In this p…

PT
Pedro Trindade et al.University of Lisbon

Designing and Evaluating a VR Boxing Experience with Blind People

Virtual Reality (VR) offers immersive experiences through advanced interaction mechanisms and rich sensory stimuli but is often inaccessible to blind people due to its over-reliance on visual feedback. While prior work has investigated specific aspects of VR accessibility, there is little knowledge on how to design fu…

DF
Diogo Furtado et al.University of Lisbon

A Living Framework for Understanding Cooperative Games

Playing cooperative games is recognised as a positive social activity. Yet, we have limited means to rigorously define or communicate the structures that govern these experiences, hindering attempts at consolidating knowledge and limiting the potential of design efforts. In this work, we introduce the Living Framework…

PP
Pedro Pais et al.University of Lisbon
AdRecommended

Learn AI Coding at CodeNow

Structured lessons, hands-on projects, and continuous updates for people bringing AI into real development work.

Explore Nowopen_in_new

Investigating Virtual Reality Locomotion Techniques with Blind People

Many Virtual Reality (VR) locomotion techniques have been proposed, but those explored for and with blind people are often custom-made or require specialized equipment. Consequently, it is unclear how popular techniques can support blind people's VR locomotion, blocking access to most VR experiences. We implemented th…

RR
Renato Alexandre Ribeiro et al.University of Lisbon

The Trick is to Stay Behind?: Defining and Exploring the Design Space of Player Balancing Mechanics

In multiplayer gaming, skill disparity can lead to frustrating and excluding experiences. Balancing approaches exist to level the playing field (e.g., providing aim assistance to low-performing players), but it is unclear how different design choices affect individual player experience. We first introduce a design spa…

DG
David Gonçalves et al.University of Lisbon
emoji_events

“My Zelda Cane”: Strategies Used by Blind Players to Play Visual-Centric Digital Games

Mainstream games are typically designed around the visual experience, with behaviors and interactions highly dependent on vision. Despite this, blind people are playing mainstream games while dealing with and overcoming inaccessible content, often together with friends and audiences. In this work, we analyze over 70 h…

DG
David Gonçalves et al.University of Lisbon
emoji_events

Investigating the Tradeoffs of Everyday Text-Entry Collection Methods

Typing on mobile devices is a common and complex task. The act of typing itself thereby encodes rich information, such as the typing method, the context it is performed in, and individual traits of the person typing. Researchers are increasingly using a selection or combination of experience sampling and passive sensi…

AR
André Rodrigues et al.University of Lisbon

Promoting Self-Efficacy Through an Effective Human-Powered Nonvisual Smartphone Task Assistant

Accessibility assessments typically focus on determining a binary measurement of task performance success/failure, and often neglect to acknowledge the nuances of those interactions. Although a large population of blind people find smartphone interactions possible, many experiences take a significant toll and can have…

AR
André Rodrigues et al.University of Lisbon
Accessibility and Assistive Technologies

Exploring Asymmetric Roles in Mixed-Ability Gaming

The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving cross-ability access to any of those are often limited in the experience they provi…

DG
David Gonçalves et al.University of Lisbon

Hybrid-Brailler: Combining Physical and Gestural Interaction for Mobile Braille Input and Editing

Braille input enables fast nonvisual entry speeds on mobile touchscreen devices. Yet, the lack of tactile cues commonly results in typing errors, which are hard to correct. We propose Hybrid-Brailler, an input solution that combines physical and gestural interaction to provide fast and accurate Braille input. We use t…

DT
Daniel Trindade et al.INESC-ID Lisboa