[games_access] Question concerning making force feedback accessible?
thomas at pininteractive.com
Tue Dec 18 09:02:17 EST 2007
I think at the current use of force feedback, which mostly is not very
detailed, I can't see a direct need for it, but as more advanced
haptics get into games with engines like HaptX and hardware like
Novint (I have both) the need will arise sooner or later; and if we
can be proactive about it, the better.
17 dec 2007 kl. 21.26 skrev AudioGames.net:
> I'm busy making a diagram of how to map one medium to another
> medium, for instance the path from auditory information to a text
> description of this auditory information in the form of a closed
> caption. I was enthousiastically drawing a path for adapting force-
> feedback information to other media like sound and visuals when it
> dawned on me: does this information need to be adapted to other media?
> On one hand I'd say yes, if it communicates important information
> which is not communicated by the game through other means and thus
> not available when force feedback cannot be perceived (for instance
> because the player uses output hardware that do not support force
> feedback). But I was thinking of examples of this and couldn't think
> of any. Does anyone have an example of where force feedback is used
> to communicate important information that is not communicated via
> other means (like sound or visuals) by the game?
> Also: do you think it is important to consider making force feedback
> information accessible by adapting it to different media, even
> though it might not be used much? Or would you simply say to game
> designers: "Do not communicate important information through force
> feedback ONLY, but also add an alternative"?
> games_access mailing list
> games_access at igda.org
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