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  <event:Event rdf:about="http://ebiquity.umbc.edu/event/html/id/281/Access-in-a-Virtual-World">
    <rdfs:label><![CDATA[Access in a Virtual World]]></rdfs:label>
    <event:title><![CDATA[Access in a Virtual World]]></event:title>
    <event:speaker><person:GuestSpeaker rdf:about="http://ebiquity.umbc.edu/person/html/Sheri/Trewin/"><person:name><![CDATA[Sheri  Trewin]]></person:name><rdfs:label><![CDATA[Sheri  Trewin]]></rdfs:label></person:GuestSpeaker></event:speaker>
    <event:startDate rdf:datatype="&xsd;dateTime">2009-01-21T11:00:00-05:00</event:startDate>
    <event:endDate rdf:datatype="&xsd;dateTime">2009-01-21T12:00:00-05:00</event:endDate>
    <event:location><![CDATA[ITE 459]]></event:location>
    <event:abstract><![CDATA[Virtual worlds have developed to the point where millions of people use them for fun, social interaction, education and even employment.  They could provide a liberating tool for people whose day to day- access to these opportunities is limited by a disability.  To make this a reality, the virtual worlds themselves must be accessible.  This talk considers what it takes to make virtual worlds usable by individuals with a range of perceptual, physical, and cognitive disabilities.  Examples are drawn from PowerUp - IBM’s multi-player 3D virtual world game. PowerUp includes an extensive set of accessibility features, based on empirical work with legally blind teenagers and adults with cerebral palsy.  These features provide a core level of accessibility, and continue to be developed with the goal of reaching equal access, in which users with disabilities are indistinguishable from any other player.]]></event:abstract>
    <event:tag><![CDATA[virtual worlds]]></event:tag>
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