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Norwegian University of Science and Technology

Organization2 reports

2 reports, presentations and talks by Norwegian University of Science and Technology in the Game Industry Library, the newest “Play Beyond Vision: Children's Embodied Strategies in Non-Visual Extended Reality” (2026).

Documents

Cover of Play Beyond Vision: Children's Embodied Strategies in Non-Visual Extended Reality
Whitepaper35 pages

Play Beyond Vision: Children's Embodied Strategies in Non-Visual Extended Reality

Play Beyond Vision: Children's Embodied Strategies in JULES VAN GURP∗, Eindhoven University of Technology, Netherlands GIULIA COSENTINO∗, Norwegian University of Science and Technology, Norway ISABELLA POSSAGHI, Norwegian University of Science and Technology, Norway NOAH TEGLVANG SEJER IVERSEN, Aarhus University, Denmark and…

  • Non-visual Extended Reality (XR) experiences rely on multimodal cues—such as spatial audio and haptic feedback—to enable children to successfully navigate and interact with digital content without visual representations.
  • When feedback cues become ambiguous or inconsistent, children's engagement becomes fragile, often leading to immediate hesitation, frustration, or a breakdown in the 'interaction contract' between the user and the system.
  • Multimodal feedback is essential for sense-making in non-visual environments, as it provides clear, immediate confirmation that a user's physical actions have been registered by the system.
Eindhoven University of TechnologyNov 2026
Cover of Playful Interactions Reimagined: Technological Innovations for Inclusive and Connective Play
Whitepaper3 pages

Playful Interactions Reimagined: Technological Innovations for Inclusive and Connective Play

Playful Interactions Reimagined: Technological Innovations for Sebastian Cmentowski Sukran Karaosmanoglu Giulia Cosentino Industrial Design Human-Computer Interaction Department of Computer Science Eindhoven University of Technology Universität Hamburg Norwegian University of Science and Eindhoven, Netherlands Hamburg, Germany…

  • Current digital gaming and immersive technologies face significant systemic challenges, including user toxicity, sedentary lifestyles, social isolation, and the reinforcement of confirmation bias through generative AI.
  • Technological advancements like Extended Reality (XR) and agentic AI offer new opportunities for personalization and education, but they simultaneously risk creating 'fake' bubbles and limiting direct human-to-human interaction.
  • Digital media often fails to be inherently inclusive, as existing designs frequently lack accessibility for users with diverging needs, such as those requiring tailored interaction methods for physical disabilities.
Eindhoven University of TechnologyOct 2026

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