Parallel earcons: reducing the length of audio messages
International Journal of Human-Computer Studies
Musical vs. real world feedback signals
CHI '95 Conference Companion on Human Factors in Computing Systems
Designing with auditory icons: how well do we identify auditory cues?
CHI '94 Conference Companion on Human Factors in Computing Systems
Multimodal error correction for speech user interfaces
ACM Transactions on Computer-Human Interaction (TOCHI)
Exploring collaborative navigation:: the effect of perspectives on group performance
Proceedings of the 4th international conference on Collaborative virtual environments
AudioGPS: Spatial Audio Navigation with a Minimal Attention Interface
Personal and Ubiquitous Computing
What video games have to teach us about learning and literacy
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Perceptual issues for the use of 3D auditory displays in operational environments
ISICT '03 Proceedings of the 1st international symposium on Information and communication technologies
The unreal editor as a Web 3D authoring environment
Proceedings of the ninth international conference on 3D Web technology
Making the mainstream accessible: what's in a game?
ICCHP'06 Proceedings of the 10th international conference on Computers Helping People with Special Needs
Accessibility in virtual worlds
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Blind hero: enabling guitar hero for the visually impaired
Proceedings of the 10th international ACM SIGACCESS conference on Computers and accessibility
PowerUp: an accessible virtual world
Proceedings of the 10th international ACM SIGACCESS conference on Computers and accessibility
Exploring Visual and Motor Accessibility in Navigating a Virtual World
ACM Transactions on Accessible Computing (TACCESS)
ADML: a framework for representing inhabitants in 3D virtual worlds
Proceedings of the 14th International Conference on 3D Web Technology
A framework for adaptive communication design
Proceedings of the 27th ACM international conference on Design of communication
TextSL: a command-based virtual world interface for the visually impaired
Proceedings of the 11th international ACM SIGACCESS conference on Computers and accessibility
AUXie: initial evaluation of a blind-accessible virtual museum tour
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
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
Supplemental sonification of a bingo game
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
Towards universal game development in education: automatic and semiautomatic methodologies
ICWL'12 Proceedings of the 11th international conference on Advances in Web-Based Learning
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Research into improving the accessibility of computer games can enable us to better understand what makes a good gaming experience for all users. We discuss work carried out in developing AudioQuake (an adaption of Quake for blind gamers); specifically the techniques used for rendering information and the nature of this work in contrast to other accessible games (both research and commercial). Based on user feedback regarding the effectiveness of the methods employed in AudioQuake, techniques for not only imparting but allowing vision-impaired users to edit 3D structures are proposed. Taking into account the progress made so far, we make the case for future research work, which could benefit many different types of users and help increase accessibility in other areas such as education.