An evaluation of earcons for use in auditory human-computer interfaces
CHI '93 Proceedings of the INTERACT '93 and CHI '93 Conference on Human Factors in Computing Systems
Using haptics in computer interfaces for blind people
CHI '01 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the fifth international ACM conference on Assistive technologies
The Effective Combination of Haptic and Auditory Textural Information
Proceedings of the First International Workshop on Haptic Human-Computer Interaction
Navigating Telephone-Based Interfaces with Earcons
HCI 97 Proceedings of HCI on People and Computers XII
Mappings and metaphors in auditory displays: An experimental assessment
ACM Transactions on Applied Perception (TAP)
A haptic memory game using the STRESS2 tactile display
CHI '06 Extended Abstracts on Human Factors in Computing Systems
An alternative approach to strengthening tactile memory for sensory disabled people
Universal Access in the Information Society
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
Feasibility study of tactile-based authentication
International Journal of Human-Computer Studies
Evaluating a tool for improving accessibility to charts and graphs
Proceedings of the 12th international ACM SIGACCESS conference on Computers and accessibility
Vi-bowling: a tactile spatial exergame for individuals with visual impairments
Proceedings of the 12th international ACM SIGACCESS conference on Computers and accessibility
Tactile vs graphical authentication
EuroHaptics'10 Proceedings of the 2010 international conference on Haptics: generating and perceiving tangible sensations, Part I
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This paper describes the development of a non-visual memory game based on the classic game 'Simon™', where users are presented with a sequence of stimuli, which they need to replicate in the same order to progress to the next level. Information is presented using a combination of speech, non-speech audio and/or haptic cues, designed to aid blind users who are often excluded from mainstream gaming applications. Findings from an empirical study have revealed that when haptic feedback was presented in combination with other modalities, users successfully replicated more sequences, compared with presenting haptic feedback alone. We suggest that when developing a non-visual game using an unfamiliar input device, speech-based feedback is presented in conjunction with haptic cues.