Supporting effective and enjoyable Web usage by people with sensory, motor and cognitive impairments requires more than just accessible Web content. There is an additional task of matching people with an accessibility solution that best accommodates their particular needs -which, especially for older Web users, may fluctuate in severity, number and combination. Lack of awareness of one's own accessibility needs and the solutions that may exist to accommodate them may lead to a reduced quality Web browsing experience or even abandonment.This paper discusses the difficulties in matching people with less severe, but multiple, impairments with the most appropriate accessibility features at a given time, and explores the role of automated or semi-automated adaptations as a solution for this problem. We review related work, and report on the early stages of our own work conducted to prove the concept of adaptations for accessibility in the specific context of supporting Web users with age-related capability decline. We also consider the potential ethical issues of automated and semi-automated accessibility adaptations on the wellbeing of older Web users, and how these might best be managed in a suitably sensitive way.
Abstract. Though accessible gaming is a well-established phenomenon, few mainstream applications of it exist. We present some of the work of the AGRIP project -an effort to develop techniques to render modern first-person shooter games accessible to the blind and vision-impaired. We discuss some of the low-level accessibility infrastructure employed in the game AudioQuake and compare it to other contemporary research. The project's ultimate goals of generalisation and use of the technology in educational settings are also introduced.
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 Au-dioQuake (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.
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