[games_access] Adobe Premiere Pro 2.0, finding it again online?

Robert Florio arthit73 at cablespeed.com
Mon Dec 17 20:29:01 EST 2007


http://www.trustnetmarketing.com/add-209-1-1-1-products_list.html  

OK.  I could use any help on finding version number two of Adobe Premiere
Pro 2.0.  As you know, I've been working on this documentary.  Well, funding
fell through from the state.  I went to buy it myself and the people about
program software program lied.

For some ridiculous reason if you create any document with version 2.0, the
newest version 3.0 that they are selling, no longer selling 2.0, will not
allow you to bring your files or timeline or your work into 3.0.
Ridiculous.!  I think I got a jerk at the company and to be things like a
really stupid marketing move for customers to just upgrade but they can't.

Anyway I found this web site link above and then download really cheap $110
isn't trustworthy I can't find out?  Does anyone know?  Normally it's $800.
$400 with student discount.  But nobody is selling 2.0 anymore.  Please
thanks.

Robert

-----Original Message-----
From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org]
On Behalf Of Reid Kimball
Sent: Monday, December 17, 2007 7:53 PM
To: IGDA Games Accessibility SIG Mailing List
Subject: Re: [games_access] Question concerning making force
feedbackaccessible?

I think a developer should represent feedback when it's necessary.
Currently force feedback isn't the focus of games, except for haptic
devices like Novint. Usually in the games I work on, force feedback
supplements already existing feedback, such as sounds and animation.
Then it becomes a task to make sure the sounds are converted into
other media and animations are easily seen for low-vision players.

Otherwise, you may see redundant feedback, such as:

(DISTANT EXPLOSION) for a sound caption
(SOFT EXPLOSION RUMBLE) for the force feedback

-Reid

On Dec 17, 2007 12:26 PM, AudioGames.net <richard at audiogames.net> wrote:
>
>
> Hi,
>
> 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"?
>
> Greets,
>
> Richard
> _______________________________________________
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> games_access at igda.org
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>
>
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