Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Multimedia Systems - Special issue on audio and multimedia
Making the mainstream accessible: redefining the game
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Speed sonic across the span: building a platform audio game
CHI '07 Extended Abstracts on Human Factors in Computing Systems
EduBingo: Design of Multi-level Challenges of a Digital Classroom Game
DIGITEL '07 Proceedings of the The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning
Finger dance: a sound game for blind people
Proceedings of the 9th international ACM SIGACCESS conference on Computers and accessibility
Data Sonification for Users with Visual Impairment: A Case Study with Georeferenced Data
ACM Transactions on Computer-Human Interaction (TOCHI)
Aesthetic and auditory enhancements for multi-stream information sonification
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Auditory icons: using sound in computer interfaces
Human-Computer Interaction
Interactive sonification of complex data
International Journal of Human-Computer Studies
ACM Transactions on Accessible Computing (TACCESS)
Universal Access in the Information Society
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Visual cues are typically used in video games to indicate to the player what input to provide and when. Cues represented in multiple modalities that are presented simultaneously can be detected at lower thresholds, faster and more accurately than when presented separately in each modality. This characteristic has not been explored in playing video games to reduce errors. This paper explores the use of supplemental audio feedback to reduce errors in playing Bingo, a game which is typically played in crowded and noisy environments by a demographic, which -due to their age- are more likely to suffer from sensory impairments such as low vision or hearing impairments. A user study explored three different types of sonification (pitch, timbre, and audio icons) versus using no sonification and found that supplemental sonification using timbre or audio icons significantly reduces player's errors.