Twenty years of eye typing: systems and design issues
ETRA '02 Proceedings of the 2002 symposium on Eye tracking research & applications
Usability Engineering
Virtual environments for social skills training: the importance of scaffolding in practice
Proceedings of the fifth international ACM conference on Assistive technologies
Proceedings of the fifth international ACM conference on Assistive technologies
Evaluating an Animated Pedagogical Agent
ITS '00 Proceedings of the 5th International Conference on Intelligent Tutoring Systems
Designing human-computer interfaces for quadriplegic people
ACM Transactions on Computer-Human Interaction (TOCHI)
Proceedings of the 9th international conference on Intelligent user interfaces
Speech-based cursor control: a study of grid-based solutions
Assets '04 Proceedings of the 6th international ACM SIGACCESS conference on Computers and accessibility
Proceedings of the 7th international ACM SIGACCESS conference on Computers and accessibility
Trackball text entry for people with motor impairments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A virtual logo keyboard for people with motor disabilities
Proceedings of the 12th annual SIGCSE conference on Innovation and technology in computer science education
Game2Learn: building CS1 learning games for retention
Proceedings of the 12th annual SIGCSE conference on Innovation and technology in computer science education
The Design of Everyday Things
Advances in game accessibility from 2005 to 2010
UAHCI'11 Proceedings of the 6th international conference on Universal access in human-computer interaction: users diversity - Volume Part II
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Educational games are a beneficial activity motivating a large number of students in our society. Unfortunately, disabled people have reduced opportunities when using a computer game. We have created a new Sudoku game for people whose motion is impaired, called Sudoku Access. This special interface allows the control of the game either by voice or by a single switch. We conducted a user study of the Sudoku Access that shows that people can play the game quickly and accurately. With this special Sudoku puzzle we can help more people to get involved in computer games and contribute to develop logic thinking and concentration in students. Our research aims at building enabling technologies that increase individuals' functional independence in a game environment.