Abstract. We describe in this paper an experimental setting for browsing and reading simultaneously multiple digital documents. An hemispherical visualization device is used to immerge the reader into 3D representations of digital collections.
While game accessibility is well researched, many game developers lack awareness of issues and solutions and there is no framework to support educators in teaching about game accessibility. This study is based on an international survey to accessibility researchers, as well as people in the game industry and related communities. The quantitative data shows the most weighted topics in a curriculum, and the qualitative data provides detailed quotes to explain how a curriculum framework could be designed. Results also show that there is a need to change attitudes to game accessibility, but also to focus on practice, basic concepts and needs of disabled in an introductory course, while an advanced course could focus more on theory and solutions which are harder to implement. Future research is to follow-up this study to further validate our conclusions.
Les interfaces des bibliothèques numériques d'aujourd'hui ne transcrivent qu'une partie des activités qu'effectue un usager de bibliothèque. Nous présentons dans cet article quelques expériences visant 1) à étudier l'intérêt de métaphores d'interaction 3D pour la lecture et la navigation dans de grands corpus textuels numérisés, 2) à permettre l'acquisition de métadonnées décrivant l'aspect physique des ouvrages. ABSTRACT. Current digital libraries interfaces transcribe only part of the activities which library patrons' carry out. We present in this article some experiments relating to 1) the study of 3D interaction metaphors that provide a continuous navigation space for reading and browsing activities 2) the acquisition of metadata describing the physical apect of the documents.
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