18 research outputs found

    The gamification of accessibility design: A proposed framework

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    The use of Gamification for the purpose of training and raising awareness has attracted considerable interest over the last years. However, the development of such solutions to use within the area of accessibility design has not been yet explored. In this paper, we present a proposed framework using Gamification as a method for engaging and motivating web designers to increase the adoption of the W3C WCAG 2.0 guidelines. It is anticipated that our framework will provide a more interactive and intuitive learning experience

    Efficient in-game communication in collaborative online multiplayer Games

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    The ability to communicate during online gaming is one that has become fundamental. Players could use voice, textual chat, pre-determined commands or a combination of these methods in order to command a team, follow an appointed leader or simply to socialise with friends. There is an abundance of reasons why a person will choose to utilise the conversational frameworks available, however, when considering a game where players must work together in order to reach a common goal, it is up for interpretation to determine which method works most efficiently. The aim of this work is to address this need through a game that utilises these three methods of communication in order to determine their efficiency. A combination of qualitative and quantitative methods was employed to formulate a well-rounded conclusion. Results indicated that a combination of voice and predetermined commands is the most efficient method of in-game communication in online, task-oriented games

    A multisensory 3D environment as intervention to aid reading in dyslexia: A proposed framework

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    Developmental Dyslexia (DD) is a common language-based learning difficulty which occurs across all cultures. Whilst various interventions are implemented to aid with reading difficulties, research suggests that phonics is still the most promising approach, yet the challenge in this approach has always been keeping pupils engaged and interested. Multisensory approaches have shown promise in keeping pupils engaged but they are time consuming and require high levels of teacher involvement. This paper suggests using 3D environments and gaming technology as a multisensory intervention to aid reading in Dyslexia. The paper proposes an initial framework and indicates the development and evaluation strategy for the framework

    Lu-Lu: A framework for collaborative decision making games

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    This paper proposes Lu-Lu as an add-on architecture to open MMOGs and social network games, which has been developed to utilise a key set of ingredients that underline collaborative decision making games as reported within the research literature: personalisation, team matching, non-optimal decision making, leading, decisiveness index, scoring, levelling, and multiple stages. The implementation of Lu-Lu is demonstrated as an add-on to the classic supply chain beer game, including customisation of Lu-Lu to facilitate information exchange through the Facebook games platform, e.g., Graph API and Scores API. Performance assessment of Lu-Lu using Behaviour-Driven Development suggests a successful integration of all key ingredients within Lu-Lu's architecture, yielding autonomous behaviour that improves both player enjoyment and decision making
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