Movement characteristics using a mouse with tactile and force feedback
International Journal of Human-Computer Studies
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Audio games: new perspectives on game audio
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Controlling Software Projects: Management, Measurement, and Estimates
Controlling Software Projects: Management, Measurement, and Estimates
A demonstration of the iCARE portable reader
Proceedings of the 8th international ACM SIGACCESS conference on Computers and accessibility
Proceedings of the 8th international conference on Multimodal interfaces
Making the mainstream accessible: redefining the game
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
WebinSitu: a comparative analysis of blind and sighted browsing behavior
Proceedings of the 9th international ACM SIGACCESS conference on Computers and accessibility
Haptic comparison of size (relative magnitude) in blind and sighted people
Proceedings of the 9th international ACM SIGACCESS conference on Computers and accessibility
Finger dance: a sound game for blind people
Proceedings of the 9th international ACM SIGACCESS conference on Computers and accessibility
AudiOdyssey: an accessible video game for both sighted and non-sighted gamers
Future Play '07 Proceedings of the 2007 conference on Future Play
Gesture-based interaction with virtual 3D objects on large display: what makes it fun?
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Exploring Visual and Motor Accessibility in Navigating a Virtual World
ACM Transactions on Accessible Computing (TACCESS)
Rock Vibe: Rock Band® computer games for people with no or limited vision
Proceedings of the 11th international ACM SIGACCESS conference on Computers and accessibility
Automatic edition of songs for guitar hero/Frets on fire
ICME'09 Proceedings of the 2009 IEEE international conference on Multimedia and Expo
Haptic/audio based exergaming for visually impaired individuals
ACM SIGACCESS Accessibility and Computing
The tiresias effect: feedforward using light versus temperature in a tangible user interface
CHI '10 Extended Abstracts on Human Factors in Computing Systems
VI-Tennis: a vibrotactile/audio exergame for players who are visually impaired
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Vi-bowling: a tactile spatial exergame for individuals with visual impairments
Proceedings of the 12th international ACM SIGACCESS conference on Computers and accessibility
Does a sonar system make a blind maze navigation computer game more "fun"?
Proceedings of the 12th international ACM SIGACCESS conference on Computers and accessibility
Proceedings of Graphics Interface 2011
Access-a-WoW: building an enhanced world of warcraftTMUI for persons with low visual acuity
UAHCI'11 Proceedings of the 6th international conference on Universal access in human-computer interaction: users diversity - Volume Part II
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
TapBeats: accessible and mobile casual gaming
The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility
Proceedings of the 6th International Conference on Foundations of Digital Games
"Eu também quero jogar!": reavaliando as práticas e diretrizes de acessibilidade em jogos
Proceedings of the 10th Brazilian Symposium on on Human Factors in Computing Systems and the 5th Latin American Conference on Human-Computer Interaction
International Journal of Human-Computer Studies
When a video game transforms to mobile phone controlled team experience
Proceeding of the 16th International Academic MindTrek Conference
Towards universal game development in education: automatic and semiautomatic methodologies
ICWL'12 Proceedings of the 11th international conference on Advances in Web-Based Learning
An empirical study of issues and barriers to mainstream video game accessibility
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
Understanding and addressing real-world accessibility issues in mainstream video games
ACM SIGACCESS Accessibility and Computing
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Very few video games have been designed or adapted to allow people with vision impairment to play. Music/rhythm games however are particularly suitable for such people as they are perfectly capable of perceiving audio signals. Guitar Hero is a popular rhythm game yet it is not accessible to the visually impaired as it relies on visual stimuli. This paper explores replacing visual stimuli with haptic stimuli as a viable strategy to make games accessible. We developed a glove that transforms visual information into haptic feedback using small pager motors attached to the tip of each finger. This allows a blind player to play Guitar Hero. Several tests have been conducted and despite minor changes to the gameplay, visually impaired players are able to play the game successfully and enjoy the challenge the game provides. The results of the study also give valuable insights on how to make mainstream games blind-accessible.