Crossref Citations
This article has been cited by the following publications. This list is generated based on data provided by
Crossref.
Hughes, Chris J.
Zapata, Marta B.
Johnston, Matthew
and
Orero, Pilar
2020.
Immersive Captioning: Developing a framework for evaluating user needs.
p.
313.
Orero, Pilar
Brescia-Zapata, Marta
and
Hughes, Chris
2020.
Evaluating subtitle readability in media immersive environments.
p.
51.
Agulló, Belén
and
Matamala, Anna
2020.
Subtitles in virtual reality: Guidelines for the integration of subtitles in 360º content.
Íkala,
Vol. 25,
Issue. 3,
p.
643.
Montagud, Mario
Orero, Pilar
and
Matamala, Anna
2020.
Culture 4 all: accessibility-enabled cultural experiences through immersive VR360 content.
Personal and Ubiquitous Computing,
Vol. 24,
Issue. 6,
p.
887.
Fillingim, Kenton B.
Shapiro, Hannah
Reichling, Catherine J.
and
Fu, Katherine
2021.
Effect of physical activity through virtual reality on design creativity.
Artificial Intelligence for Engineering Design, Analysis and Manufacturing,
Vol. 35,
Issue. 1,
p.
99.
Hughes, Chris J.
and
Montagud, Mario
2021.
Accessibility in 360° video players.
Multimedia Tools and Applications,
Vol. 80,
Issue. 20,
p.
30993.
El Raheb, Katerina
Soulis, Athanasios
Nastos, Dimitris
Lougiakis, Christos
Roussou, Maria
Christopoulos, Dimitris
Sofianopoulos, George
Papagiannis, Spyros
Rüggeberg, Jim
Katsikaris, Lucas
and
Rüggeberg, Julien
2021.
Eliciting requirements for a multisensory eXtended Reality platform for training and informal learning.
p.
1.
Feng, Zhao
Wu, Jinlong
Ni, Taile
and
Nagaraj, Balakrishnan
2021.
[Retracted] Research and Application of Multifeature Gesture Recognition in Human‐Computer Interaction Based on Virtual Reality Technology.
Wireless Communications and Mobile Computing,
Vol. 2021,
Issue. 1,
Climent, Mario Montagud
Soler-Vilageliu, Olga
Vila, Isaac Fraile
and
Langa, Sergi Fernandez
2021.
VR360 Subtitling: Requirements, Technology and User Experience.
IEEE Access,
Vol. 9,
Issue. ,
p.
2819.
Allman, Sarah A.
Cordy, Joanna
Hall, James P.
Kleanthous, Victoria
and
Lander, Elizabeth R.
2022.
Exploring the Perception of Additional Information Content in 360° 3D VR Video for Teaching and Learning.
Virtual Worlds,
Vol. 1,
Issue. 1,
p.
1.
Anderton, Craig
2022.
Investigating Sign Language Interpreter Rendering and Guiding Methods in Virtual Reality 360-Degree Content.
p.
1.
Li, Ziming
Connell, Shannon
Dannels, Wendy
and
Peiris, Roshan
2022.
SoundVizVR: Sound Indicators for Accessible Sounds in Virtual Reality for Deaf or Hard-of-Hearing Users.
p.
1.
Hughes, Chris. J.
2022.
Universal access: user needs for immersive captioning.
Universal Access in the Information Society,
Vol. 21,
Issue. 2,
p.
393.
Dudley, John
Yin, Lulu
Garaj, Vanja
and
Kristensson, Per Ola
2023.
Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse.
Virtual Reality,
Vol. 27,
Issue. 4,
p.
2989.
Fernández-Dasí, Miguel
Montagud Climent, Mario
Fraile, Isaac
Paradells, Josep
and
Fernández, Sergi
2023.
Enabling and Understanding Interactive Social VR360 Video Viewing.
p.
329.
Li, Ziming
Shinohara, Kristen
and
Peiris, Roshan L
2023.
Exploring the Use of the SoundVizVR Plugin with Game Developers in the Development of Sound-Accessible Virtual Reality Games.
p.
1.
Brescia-Zapata, Marta
Krejtz, Krzysztof
Duchowski, Andrew T.
Hughes, Chris J.
and
Orero, Pilar
2023.
Subtitles in VR 360° video. Results from an eye-tracking experiment.
Perspectives,
p.
1.
Li, Ziming
and
Peiris, Roshan
2024.
Exploring the SoundVizVR Plugin in the Development of Sound-Accessible Virtual Reality Games: Insights from Game Developers and Players.
ACM Transactions on Accessible Computing,
Cao, Xinyun
and
Jain, Dhruv
2024.
SoundModVR: Sound Modifications in Virtual Reality to Support People who are Deaf and Hard of Hearing.
p.
1.