Now showing items 1-5 of 5

  • An analysis of age, technology usage, and cognitive characteristics within information retrieval tasks. 

    Crabb, Michael; Hanson, Vicki L. (ACM http://dx.doi.org/10.1145/2856046, 2016-05)
    CRABB, M. and HANSON, V.L. 2016. An analysis of age, technology usage, and cognitive characteristics within information retrieval tasks. ACM transactions on accessible computing (TACCESS) [online], 8(3), article number 10. Available from: http://dx.doi.org/10.1145/2856046
    This work presents two studies that aim to discover whether age can be used as a suitable metric for distinguishing performance between individuals or if other factors can provide greater insight. Information retrieval ...
  • Eighteen months of meeple like us: an exploration into the state of board game accessibility. 

    Heron, Michael James; Belford, Pauline Helen; Reid, Hayley; Crabb, Michael (Springer https://doi.org/10.1007/s40869-018-0056-9, 2018-04-21)
    HERON, M.J, BELFORD, P.H., REID, H. and CRABB, M. 2018. Eighteen months of meeple like us: an exploration into the state of board game accessibility. The computer games journal [online], 7(2), pages 75-95. Available from: https://doi.org/10.1007/s40869-018-0056-9
    The study of game accessibility to date has largely focused on the topic of accessibility within a video game context. Largely underexplored in the academic and professional literature is accessibility in the domain of ...
  • Meeple centred design: a heuristic toolkit for evaluating the accessibility of tabletop games. 

    Heron, Michael James; Belford, Pauline Helen; Reid, Hayley; Crabb, Michael (Springer https://doi.org/10.1007/s40869-018-0057-8, 2018-04-27)
    HERON, M., BELFORD, P.H., REID, H. and CRABB, M. 2018. Meeple centred design: a heuristic toolkit for evaluating the accessibility of tabletop games. The computer games journal [online], 7(2), pages 97-114. Available from: https://doi.org/10.1007/s40869-018-0057-8
    Evaluation of accessibility within a tabletop context is much more complicated than it is within a video game environment. There is a considerable amount of variation in game systems, game mechanisms, and interaction ...
  • Understanding the diverse needs of subtitle users in a rapidly evolving media landscape. 

    Armstrong, Mike; Brown, Andy; Crabb, Michael; Hughes, Chris J.; Jones, Rhianne; Sandford, James (SMPTE https://doi.org/10.5594/JMI.2016.2614919, 2016-12-31)
    ARMSTRONG, M., BROWN, A., CRABB, M., HUGHES, C., JONES, R. and SANDFORD, J. 2016. Understanding the diverse needs of subtitle users in a rapidly evolving media landscape. SMPTE motion imaging journal [online], 125(9), pages 33-41. Available from: https://doi.org/10.5594/JMI.2016.2614919
    Audiences are increasingly using services, such as video on demand and the Web, to watch television programs. Broadcasters need to make subtitles available across all these new platforms. These platforms also create new ...
  • W3C accessibility guidelines for mobile games. 

    Wilson, Amy; Crabb, Michael (Springer https://doi.org/10.1007/s40869-018-0058-7, 2018-05-02)
    WILSON, A. and CRABB, M. 2018. W3C accessibility guidelines for mobile games. The computer games journal [online], 7(2), pages 49-61. Available from: https://doi.org/10.1007/s40869-018-0058-7
    In the past decade, video games have become one of the fastest growing forms or entertainment around the world. In particular, mobile gaming has continued to evolve, becoming increasingly popular for billions of people ...