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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.