HCI and cognitive disabilities
interactions - A contradiction in terms?
Use of eye movements for video game control
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Simulation to predict performance of assistive interfaces
Proceedings of the 9th international ACM SIGACCESS conference on Computers and accessibility
Automatic evaluation of assistive interfaces
Proceedings of the 13th international conference on Intelligent user interfaces
Conception and Experimentation of a Communication Device with Adaptive Scanning
ACM Transactions on Accessible Computing (TACCESS)
Exploring Visual and Motor Accessibility in Navigating a Virtual World
ACM Transactions on Accessible Computing (TACCESS)
Universal Access in the Information Society
Performing Locomotion Tasks in Immersive Computer Games with an Adapted Eye-Tracking Interface
ACM Transactions on Accessible Computing (TACCESS)
Proceedings of the 7th International Convention on Rehabilitation Engineering and Assistive Technology
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Many users with severe motor impairments, such as quadriplegics, interact with computers using an indirect selection technique called switch access scanning. Switch scanning allows for iteratively selecting an input from a set of input options using a single switch input and which replaces the use of a keyboard or a mouse, which they may be unable to use. Navigating an avatar in a 3D virtual world using existing switch access scanning systems is slow and erroneous because these interfaces are non-linear and requires players to provide continuous (holding a key) and mixed inputs (holding two or more keys). Through the analysis of navigation behavior of eight able-bodied users, a new scanning system called hold-and-release was developed. Using simulation hold-and-release scanning was found to be significantly more efficient than existing scanning systems. Multistep selection was found to be most efficient for mixing inputs, but expanding the selection set has no approximation errors.