Digital reality
Responsible: Péter Baranyi, Cecília Sik-Lányi
Exams material: arbitary 6 chapters, agreed upon by the students and the tutor.
1. Virtual Navigation and Human Spatial Ability
Who navigates better in VR: those with better or lower spatial skills?
2. Presence - The Fundamental Experience of Virtual Reality
Explore the background of presence, its interaction with technological and human factors, and its impact on task performance in virtual environments.
3. VR Advertising and Human Memory
How do different types of advertising presented in VR compare to those viewed in a 2D browser? What do people remember better?
4. Placing Supplementary Information in VR
While 3D space offers the possibility to display more additional information, the key question is: can this supplementary information truly be useful and remembered?
5. Hardware, and software of VR and AR-based games, and serious games
I/O devices (game controls, HMDs, etc.). Assistive Technology for games. Game developing software, game engines. Developing Avatars.
6. Smart devices and WEB technology
User interfaces for mobile devices, tablets, and smart watches. Accessibility for WEB technologies.
7. Artificial Intelligence for games
Player vs Environment (PvE). AI for game mechanics. AI in different game categories.
8. Making personas
Introducing different users, including different types of disabilities. Persona, narrativity, and system development. Preparation, methods. Finding connections. Persona writing. Personas in use. Going Global—International Personas. Automatic Persona Generation for Online Content Creators.
9. Universal Design and User-Focused Design
Theory and practice of Universal Design. Theory and practice of User-Focused Design. Inclusive Design. Looking to the future.
10. Application of serious games
Applications to help research. Educational applications. Applications supporting rehabilitation in healthcare. Military uses. Leisure and entertainment uses.
11. Practical Web Inclusion and Accessibility
The Accessibility Problem. Blindness, Low Vision and Colour Blindness. Motor Disabilities. Deafness and hard of hearing. Cognitive Impairments. Mental Health. Visualisation: images and videos. Communication. New Technologies.
12. The human visual system and colour science
Basic knowledge of colour theory. Colour vision and colour vision problems. Colour systems. Colour difference calculation. Colour correct design. Colour harmonies.
13. Accessible Theories and Instructions and Testing Practices
The Road to Accessibility. WCAG, Tools, Technologies, and Resources. US Policies Supporting Inclusive Assessments for People with Disabilities. International Policies that Support Inclusive Assessment. Fair Testing and the Role of Accessibility. Designing, Developing, and Implementing an Accessible Computer-Based National Assessment System. Response-to-Intervention Models and Access to Services. Testing Adaptations: Research to Guide Practice. Accessibility Progress and Perspectives.
14. Trends in Software Testing (focusesd on users)
Uncertainty in Software Testing. System Usability Scale (SUS). User Experience Questionnaire (UEQ). Testing with (own developed) user questionnaires. Testing with measurements with users. Evaluation of test data.