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Editors contains: "Stephanidis, C"

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  1. Stephanidis C., Antona M. (Ed.)
    The objective of this study is to develop and use a virtual reality game as a tool to assess the effects of realistic stress on the behavioral and physiological responses of participants. The game is based on a popular Steam game called Keep Talking Nobody Explodes, where the players collaborate to defuse a bomb. Varying levels of difficulties in solving a puzzle and time pressures will result in different stress levels that can be measured in terms of errors, response times, and other physiological measurements. The game was developed using 3D programming tools including Blender and a virtual reality development kit (VRTK). To measure response times accurately, we added LSL (Lab Stream Layer) Markers to collect and synchronize physiological signals, behavioral data, and the timing of game events. We recorded Electrocardiogram (ECG) data during gameplay to assess heart rate and heart-rate variability (HRV) that have been shown as reliable indicators of stress. Our empirical results showed that heart rate increased significantly while HRV reduced significantly when the participants under high stress, which are consistent with the prior mainstream stress research. This VR game framework is publicly available in GitHub and allows researchers to measure and synchronize other physiological signals such as electroencephalogram, electromyogram, and pupillometry. 
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  2. Antona M., Stephanidis C. (Ed.)
    Block-based programming applications, such as MIT’s Scratch and Blockly Games, are commonly used to teach K-12 students to code. Due to the COVID-19 pandemic, many K-12 students are attending online coding camps, which teach programming using these block-based applications. However, these applications are not accessible to the Blind/Low Vision (BLV) population since they neither produce audio output nor are screen reader accessible. In this paper, we describe a solution to make block-based programming accessible to BLV students using Google’s latest Keyboard Navigation and present its evaluation with four individuals who are BLV. We distill our findings as recommendations to developers who may want to make their Block-based programming application accessible to individuals who are BLV. 
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  3. Antona, M; Stephanidis, C (Ed.)
    Environmental sounds can provide important information about surrounding activity, yet recognizing sounds can be challenging for Deaf and Hard-of-Hearing (DHH) individuals. Prior work has examined the preferences of DHH users for various sound-awareness methods. However, these preferences have been observed to vary along some demographic factors. Thus, in this study we investigate the preferences of a specific group of DHH users: current assistive listening devices users. Through a survey of 38 participants, we investigated their challenges and requirements for sound-awareness applications, as well as which type of sounds and what aspects of the sounds are of importance to them. We found that users of assistive listening devices still often miss sounds and rely on other people to obtain information about them. Participants indicated that the importance of awareness of different types of sounds varied according to the environment and the form factor of the sound-awareness technology. Congruent with prior work, participants reported that the location and urgency of the sound were of importance, as well as the confidence of the technology in its identification of that sound. 
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