From reid at rbkdesign.com Fri Jun 1 00:16:55 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Thu, 31 May 2007 21:16:55 -0700 Subject: [games_access] Thinking about GDC 08's competition In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <00a201c7a2f1$b93959b0$6501a8c0@Inspiron> <015201c7a3d6$bf84f8c0$6402a8c0@Delletje> Message-ID: This is a really undeveloped idea in my head, but I like Noah's idea of a publisher looking at presentations of accessible game ideas. Publishers usually call this a greenlight meeting. So, what if we called it, "From Redlight to Greenlight, What Light? I'm Colorblind!" and the contestants pitch their accessible game idea to the audience who is the "publisher". We could give all the people in the audience a two sided sign, one side with a red circle the other side with a green triangle. After a presentation, the audience votes by holding up either a red or green sign. We can introduce the session by saying that before you go to your next greenlight meeting, think about how you can broaden your market. Publishers should like this because of the untapped market, the missed opportunities and potential financial gain. -Reid On 5/31/07, d. michelle hinn wrote: > Heh -- this was probably a lost in translation/bad explanation on my > part bit -- the "ax the reality show thing" was meant to mean don't > do a game show thing at all! > > We "can't" use design challenge...but that doesn't stop us from > coming pretty darn close to the same words...errr...Challenge: > Design! ;) > > Another idea I had was...design for Helen Keller...now doing > something accessible for the deaf AND blind...now that is a > challenge...and the person that can design something cool around that > will help solve the catch 22 issue where doing something that helps > the deaf might mess up something for the blind with regard to > accessibility. This also puts us in more competition with Eric Z and > his poetry/peace prize/needle and thread challenges... > > I was also thinking that the person should be able to also play it > with non-disabled friends...perhaps over the top? But still...the > social aspect of gaming is SO important. > > I *REALLY* want to give the challenge another try because I think > we're onto something -- we just need to rethink it! And I want our > sessions to be fun -- we don't have to be comedians (as we know > now...we're not) to create a couple hour long presentations. > > And...(now back to game shows, only different) > > I also like the "Translation: Accessibility" idea where we have a, > for example, what closed captioning means for the non-hearing > impaired. Eelke -- perhaps since you put the article out on > Gamasutra, you'd like to lead some kind of session on this that is > also SIG sponsored? Perhaps it could be more than a lecture -- did > you see Microsoft's "usability game show" at CHI in Austria? We could > toss out some fun prizes to those that come up with something not on > the list -- that way the audience is more engaged. I can see this as > a high energy and fun, engaging session. > > OK...More ideas!!! > > Michelle > > >Hi, > > > >I agree with all of the competitors advice. I would also like to add > >"no game show theme next time"? A theme is good, but something cool, > >not corny? Michelle, I like all of your suggestions so far. I would > >prefer to have a good, 3rd party host and Raph seems like a good > >person for that. And I guess fitting in his own entry is cool? > > > >But, ok, what still seems missing is: > > > >1) theme / title of the design challenge. Can we still use "design > >challenge" in the title? > >2) basically along with the theme, the target impaired audience? Our > >options are: > > > >- game for one specific game handicap > >- game for a game handicap of choice > >- game for one out of a selection of game handicaps (the list we make) > > > >But maybe we can try something completely different/less obvious > >instead. As I read Eelke's (excellent) Gamasutra article today, I > >was thinking about handicaps caused by impairments and the same > >handicaps not caused by impairments. Example: deaf gamers encounter > >the same problems as gamers in a loud environment (LAN party/mother > >vacuming/arcade/on the train) as gamers that play a mobile game and > >intentionally turn the sound off. Another one is: gamers with > >parkinson encounter the same problem as gamers on a plane with > >turbulence. Another one is: gamers trying to play with a DS or a PSP > >in a sunny environment (as I tried in the Dominican Republic for 2 > >weeks) encounter the same problem as visually impaired gamers. etc. > >etc. For more examples, see Eelke's article. > > > >Maybe we could make sort of a game-handicap list, where each problem > >is linked to both a bodily impairment *and* a likely situation that > >a non-impaired gamer can also encounter. So the parkinson/airplane > >disability (although there's probably also the gamer with parkinson > >on a plane with turbulence-disability). This is also where we could > >can some fun in, for instance: > > > >disability: game speed is to fast > >people who encounter this issue: gamers with a physical impairment > >that does not allow for fast reactions, hippies > > > >disability: cannot hear game audio > >people who encounter this issue: deaf gamers, grannies, gamers who > >visited Ozzfest 2007 > > > >Err... ? > > > >And I guess I still want Hugh Heffner to showcase his Playboy > >Mansion game to see how well he handles the controls at his age. And > >I like celebrity handicapped people: Michael J Fox showing how he > >plays with the DS having Parkinson? > > > >Just some random thought. Next please! > > > >Ries > > > > > >----- Original Message ----- From: "d. michelle hinn" > >To: "IGDA Games Accessibility SIG Mailing List" > >Sent: Thursday, May 31, 2007 11:11 PM > >Subject: [games_access] Thinking about GDC 08's competition > > > >>Hey guys, > >> > >>So I'm working on next year's design challenge for GDC and I'm > >>taking the advise of the competitors from 07 into consideration: > >> > >>* Keep it to one hour > >>* No judges at all -- if judges have questions about why they felt > >>that way...I'll email you off-list > >>* Include accessibility "extra info" between the contestants or do > >>it all up front > >>* NO VIDEOS unless they are realllllllllly good and reallllllllllly > >>short (we left people in the dark with our video as fun as it was > >>to make it wasn't nearly as hilarious in real life) :) > >>* Keep things more serious without being boring > >>* Ax the "reality show" idea > >>* Cut down the number of contestants to 3 > >> > >>So right now I'm talking to people who might be involved -- Raph > >>Koster (wrote "theory of fun") is interested in either being a > >>contestant or being "mini" presenter on the challenges of > >>accessibility and fun (those of you at GDC 07 probably remember > >>that we were up against him so maybe if we get everyone famous > >>somehow involved...hehe) and then Will Wright, Dave Perry and Keita > >>Takahashi who said they were interested for 08 -- I'm imagining all > >>will not say "yes." Raph is really interested in being involved in > >>some manner. I'd like for them to be involved during even the early > >>stages so that we can present a coherent show. So I'd to have the > >>spirit of being a publisher with many competing design studios and > >>only one will get the "go" in a "go/no go" audience vote (this was > >>Noah's suggestion). So the contestants would have "checking in" > >>meetings with us as they go (to prevent "non-game > >>presentations...we had a few") and such. And I'm imagining that all > >>contestants would have "accessibility mentors" assigned to them > >>from the SIG to make things even more challenging and fun for all > >>of us and get us all involved. > >> > >>So this isn't THE proposal...I'm just still riffing on some ideas. > >>So YOUR opinion counts so please do give it! None of last year's > >>contestants said that we should drop the whole idea -- but instead > >>change it and do it in a way that seems much more put together. > >> > >>So let's go! Let's think about our cool street cred session that > >>might get people in the door for an hour and then get them to come > >>to the expo for more! Let's think about how we can have the > >>coolest, yet non-hospital inducing sessions to raise the roof!!!! > >> > >>Michelle > >>_______________________________________________ > >>games_access mailing list > >>games_access at igda.org > >>http://seven.pairlist.net/mailman/listinfo/games_access > > > >_______________________________________________ > >games_access mailing list > >games_access at igda.org > >http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From reid at rbkdesign.com Fri Jun 1 00:50:51 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Thu, 31 May 2007 21:50:51 -0700 Subject: [games_access] Michelle's annoyance...:-) In-Reply-To: References: <21e80ec20705311524o3cfa745j343dd65217d8c568@mail.gmail.com> Message-ID: I tried to transcribe the video, but it became a pain in the arse and browser crashed when I kept rewinding the streamed video. I instead did something better! I emailed Mike who wrote the initial article on using games at Walter Reed and asked if there was a transcript for the video. We'll see what he says! I think for most "professional" video's produced there's a transcript created, how else does the narrator know what to say? So, what Michelle suggests shouldn't be hard at all. but yeah, captioning user created videos like most found on YouTube is sadly going to be up to the individual creator. -Reid On 5/31/07, d. michelle hinn wrote: > Yep, I know you know what I'm talking about! I was in a crowded cafe > and my sound card on my laptop's been pretty crappy lately so I was > trying to listen through those stupid tiny ear phone things you stuff > in your ear and I was so fed up! It *really* doesn't take much to > understand how annoying lack of CC is...which is why I wonder why > other people can't really *get it.* > > Actually, there is some great qualitative research software that > allows you to caption research videos (like focus groups and such) > and those are the same data format so many of the CNN.com, etc news > bits are in. Hmm...I wonder if those people that make the software > wouldn't mind knowing about another angle they could sell their > product as...after all, selling to a bunch of professors cannot be > where the real money's at. ;) > > Anyone with a better sound card want to translate Robert's video? :) > > Michelle > > >LOL! About time someone understands with the lack of CC in News bits > >and stuff. I have no idea how hard it is to implement captioning in > >web videos, but I would think that it's almost impossible. Reason > >behind this is because TV shows and movies have big bucks, so they > >pay the National Captioning Institute to caption these. > > However, having someone upload a video is out of their hands > >because it's independent? Think of YouTube...impossible to spend the > >time to caption all of these. > > The only times that I'm very annoyed is when I see a story > >being stated on CNN.com, and it's in video. I have to ask my > >boyfriend to "interp" for me, but even in that method, there's some > >information that gets lost in translation. > > Anyone want to translate Robert's 3 min video?? :-D > > > > > >_______________________________________________ > >games_access mailing list > >games_access at igda.org > >http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From richard at audiogames.net Fri Jun 1 04:44:42 2007 From: richard at audiogames.net (AudioGames.net) Date: Fri, 1 Jun 2007 10:44:42 +0200 Subject: [games_access] Thinking about GDC 08's competition References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><003801c7a057$ddae8730$6402a8c0@Delletje><004701c7a240$54f07580$6402a8c0@Delletje>AAAAADBf8GSYa4xDlD4sBa5lcIyEticA<00a201c7a2f1$b93959b0$6501a8c0@Inspiron><0e5e01c7a351$09347620$0302a8c0@OneSwitch> <015201c7a3d6$bf84f8c0$6402a8c0@Delletje> Message-ID: <001201c7a429$1abe6c10$6402a8c0@Delletje> Hi, "ax" - I just missed it, didn't see it when I scanned the text ;) 1) Deaf and Blind: this is one of the biggest challenges of them all. In that respect, I would not use it for GDC, because of the severe limitations you put the designers in. Same goes for severe learning disabled gamers. Although I was of the opinion I had a pretty good view I could design something creative, fun and fresh for this target group, time and time I was disappointed by yet another limitation (not a game project, mind) 2) Helen Keller: like the angle of a famous person, but I prefer a living person instead (who could be there at GDC too)? Also see my comments above and my idea below. 3) Red/Green Light with audience signs: it sounds like "work". Not to immediately bash the idea, but I guess that the past has shown that we are all very limited in resources/time so I would prefer to do something with as little (analog) assets as possible ;) I like the theme, though, as it fits the industry. Another idea, kinda based on my earlier post: When looking at universal accessible game design notice how information is adapted between the various media. Those present in Brighton may remember my Scott Kim-comment, on how "games" could be considered to be a transmedial phenomonon (also see writings of Jesper Juul). What would you think of the angle of: "Develop ONE Game that is equally fun in THREE types of media: visuals only, sound only, tactile only" It needs a better description and some tweaking (which media exactly? maybe scent only, analog medium only, etc.). But where I guess the fun part is, is to experience the same game (play) in three different appearences (so only visuals, only sound, only tactile). Such a challenge could be a perfect example to show the different design considerations while trying to make one game accessible for people who cannot perceive certain media (blind, deaf, deaf/blind). This is kind of like the same assignment as "make one game that is equally fun for the blind, the deaf and the deaf/blind", but by turning it around and focusing on the output media instead, it becomes a whole lot more fun (in my opinion). Another idea: "Design a multiplayer co-operative game for a deaf, a blind, a physically impaired AND a learning disabled gamer" Infocom once had an adventure game called Suspended (http://en.wikipedia.org/wiki/Suspended), in which the player had to control several types of robots, each with their own unique abilty: * Iris - The only robot with visual sensors, Iris can provide visual descriptions of locations and objects. As the game begins, however, Iris has suffered a burnt-out microchip and cannot see. Iris is confined to the area surrounding the Central Chamber. * Whiz - The most technical robot, Whiz is used mainly for interfacing with a central library computer for historical and technical information. * Waldo - The most capable physical manipulator, with several limbs for grasping and holding objects. Waldo perceives the world using sonar. (The term "Waldo" was originally coined by Robert A. Heinlein to describe teleoperated robots.) * Auda - Auda is equipped with sensitive audio receptors and can provide information on sounds and vibrations. * Poet - A diagnostic robot, Poet can sense the flow of electricity; he tends to communicate in somewhat cryptic language. * Sensa - Sensa is specialized for the detection of magnetic and photon emissions. So basically, Iris is the only one who sees, Waldo is the only one who can grab things, Auda is to only one who can hear, etc. In Suspended (text-adventure) the player had to control them all. So think of designing a game that Iris, Waldo and Auda could all play together, assisting one another during play, working together towards winning the game? Although this is quite a strict definition already, I would be interested in how a designer would make this work, both with the interface as well as the game concept. Btw: I thought of this concept when I read about the idea of sighted users leading blind-users through Second Life, as a guide. Helping each other out in a co-op game could prove to be a new kind of game accessibility? What do you think? K... I'm away again, speak with you in a week... R Out ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Friday, June 01, 2007 3:53 AM Subject: Re: [games_access] Thinking about GDC 08's competition > Heh -- this was probably a lost in translation/bad explanation on my part > bit -- the "ax the reality show thing" was meant to mean don't do a game > show thing at all! > > We "can't" use design challenge...but that doesn't stop us from coming > pretty darn close to the same words...errr...Challenge: Design! ;) > > Another idea I had was...design for Helen Keller...now doing something > accessible for the deaf AND blind...now that is a challenge...and the > person that can design something cool around that will help solve the > catch 22 issue where doing something that helps the deaf might mess up > something for the blind with regard to accessibility. This also puts us in > more competition with Eric Z and his poetry/peace prize/needle and thread > challenges... > > I was also thinking that the person should be able to also play it with > non-disabled friends...perhaps over the top? But still...the social aspect > of gaming is SO important. > > I *REALLY* want to give the challenge another try because I think we're > onto something -- we just need to rethink it! And I want our sessions to > be fun -- we don't have to be comedians (as we know now...we're not) to > create a couple hour long presentations. > > And...(now back to game shows, only different) > > I also like the "Translation: Accessibility" idea where we have a, for > example, what closed captioning means for the non-hearing impaired. > Eelke -- perhaps since you put the article out on Gamasutra, you'd like to > lead some kind of session on this that is also SIG sponsored? Perhaps it > could be more than a lecture -- did you see Microsoft's "usability game > show" at CHI in Austria? We could toss out some fun prizes to those that > come up with something not on the list -- that way the audience is more > engaged. I can see this as a high energy and fun, engaging session. > > OK...More ideas!!! > > Michelle > >>Hi, >> >>I agree with all of the competitors advice. I would also like to add "no >>game show theme next time"? A theme is good, but something cool, not >>corny? Michelle, I like all of your suggestions so far. I would prefer to >>have a good, 3rd party host and Raph seems like a good person for that. >>And I guess fitting in his own entry is cool? >> >>But, ok, what still seems missing is: >> >>1) theme / title of the design challenge. Can we still use "design >>challenge" in the title? >>2) basically along with the theme, the target impaired audience? Our >>options are: >> >>- game for one specific game handicap >>- game for a game handicap of choice >>- game for one out of a selection of game handicaps (the list we make) >> >>But maybe we can try something completely different/less obvious instead. >>As I read Eelke's (excellent) Gamasutra article today, I was thinking >>about handicaps caused by impairments and the same handicaps not caused by >>impairments. Example: deaf gamers encounter the same problems as gamers in >>a loud environment (LAN party/mother vacuming/arcade/on the train) as >>gamers that play a mobile game and intentionally turn the sound off. >>Another one is: gamers with parkinson encounter the same problem as gamers >>on a plane with turbulence. Another one is: gamers trying to play with a >>DS or a PSP in a sunny environment (as I tried in the Dominican Republic >>for 2 weeks) encounter the same problem as visually impaired gamers. etc. >>etc. For more examples, see Eelke's article. >> >>Maybe we could make sort of a game-handicap list, where each problem is >>linked to both a bodily impairment *and* a likely situation that a >>non-impaired gamer can also encounter. So the parkinson/airplane >>disability (although there's probably also the gamer with parkinson on a >>plane with turbulence-disability). This is also where we could can some >>fun in, for instance: >> >>disability: game speed is to fast >>people who encounter this issue: gamers with a physical impairment that >>does not allow for fast reactions, hippies >> >>disability: cannot hear game audio >>people who encounter this issue: deaf gamers, grannies, gamers who visited >>Ozzfest 2007 >> >>Err... ? >> >>And I guess I still want Hugh Heffner to showcase his Playboy Mansion game >>to see how well he handles the controls at his age. And I like celebrity >>handicapped people: Michael J Fox showing how he plays with the DS having >>Parkinson? >> >>Just some random thought. Next please! >> >>Ries >> >> >>----- Original Message ----- From: "d. michelle hinn" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Thursday, May 31, 2007 11:11 PM >>Subject: [games_access] Thinking about GDC 08's competition >> >>>Hey guys, >>> >>>So I'm working on next year's design challenge for GDC and I'm taking the >>>advise of the competitors from 07 into consideration: >>> >>>* Keep it to one hour >>>* No judges at all -- if judges have questions about why they felt that >>>way...I'll email you off-list >>>* Include accessibility "extra info" between the contestants or do it all >>>up front >>>* NO VIDEOS unless they are realllllllllly good and reallllllllllly short >>>(we left people in the dark with our video as fun as it was to make it >>>wasn't nearly as hilarious in real life) :) >>>* Keep things more serious without being boring >>>* Ax the "reality show" idea >>>* Cut down the number of contestants to 3 >>> >>>So right now I'm talking to people who might be involved -- Raph Koster >>>(wrote "theory of fun") is interested in either being a contestant or >>>being "mini" presenter on the challenges of accessibility and fun (those >>>of you at GDC 07 probably remember that we were up against him so maybe >>>if we get everyone famous somehow involved...hehe) and then Will Wright, >>>Dave Perry and Keita Takahashi who said they were interested for 08 -- >>>I'm imagining all will not say "yes." Raph is really interested in being >>>involved in some manner. I'd like for them to be involved during even the >>>early stages so that we can present a coherent show. So I'd to have the >>>spirit of being a publisher with many competing design studios and only >>>one will get the "go" in a "go/no go" audience vote (this was Noah's >>>suggestion). So the contestants would have "checking in" meetings with us >>>as they go (to prevent "non-game presentations...we had a few") and such. >>>And I'm imagining that all contestants would have "accessibility mentors" >>>assigned to them from the SIG to make things even more challenging and >>>fun for all of us and get us all involved. >>> >>>So this isn't THE proposal...I'm just still riffing on some ideas. So >>>YOUR opinion counts so please do give it! None of last year's contestants >>>said that we should drop the whole idea -- but instead change it and do >>>it in a way that seems much more put together. >>> >>>So let's go! Let's think about our cool street cred session that might >>>get people in the door for an hour and then get them to come to the expo >>>for more! Let's think about how we can have the coolest, yet non-hospital >>>inducing sessions to raise the roof!!!! >>> >>>Michelle >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Fri Jun 1 05:12:53 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 1 Jun 2007 10:12:53 +0100 Subject: [games_access] GDC 2008 ideas: Deaf-Blind games Message-ID: <0f3001c7a42d$0c8561e0$0302a8c0@OneSwitch> I do like the deaf-blind game idea... I would think that some deaf-blind gamers have played the likes of text-adventures via Braille Displays or at least via a human interpreter. I could imagine team-play would be possible for the likes of Resident Evil through a skilled interpreter spelling out what is happening in the game and giving some choices via deaf-blind finger spelling. This could be improved further if the deaf-blind gamer was wearing a force-feedback vest (e.g. http://www.vrealities.com/intervest.html). This would translate sounds into physical feedback, which might help include them a little further into understanding the game, and buidling the ambience. The gamer could have an agreed PAUSE sign if they are loosing track of what is happening. The interpreter/gamer could then fill them in a little more via signing. I could also imagine some nature of Whack-a-mole game would be quite possible (http://en.wikipedia.org/wiki/Whack-A-Mole) - with some nature of sensors. Perhaps a Wii-Mote and force feedback vest with left, central and right feeback speakers. But how do you get interesting variety....? Some other things to consider: Braille Display http://www.deafblind.com/display.html VirTouch Tactile Mouse http://www.skerpel.com/mouse.htm http://www.skerpel.com/graphics.htm#games - a little mention of games - perhaps a bit like a Giant Buzzer Game, or game of Operation (http://www.matthews-leisure.co.uk/scalextric.htm). Haptic Devices http://en.wikipedia.org/wiki/Haptic http://www.utoronto.ca/atrc/reference/tech/haptic.html Tactile Glove Prototype for transmitting the alphabet http://www.visugate.biz/bjvi/1993/nov1993.html I think it would help to give this kind of information in advance to any competitors. They'll need to give thought to independence, game experience, and deaf-blind gamers unable to cope with the alphabet. -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Fri Jun 1 07:15:13 2007 From: richard at audiogames.net (AudioGames.net) Date: Fri, 1 Jun 2007 13:15:13 +0200 Subject: [games_access] Thinking about GDC 08's competition References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><003801c7a057$ddae8730$6402a8c0@Delletje><004701c7a240$54f07580$6402a8c0@Delletje>AAAAADBf8GSYa4xDlD4sBa5lcIyEticA <00a201c7a2f1$b93959b0$6501a8c0@Inspiron><0e5e01c7a351$09347620$0302a8c0@OneSwitch> <015201c7a3d6$bf84f8c0$6402a8c0@Delletje> <0f2701c7a429$132c1920$0302a8c0@OneSwitch> Message-ID: <002f01c7a43e$21019d30$6402a8c0@Delletje> Hee Barrie!! Please note that I used the word "impairment" in relation to the gamer and that I used the word "handicap" in relation to a "limitation in the game". "Game handicap" is something different, in my opinion, than classifying a person as 'handicapped', which I didn't do ;) Err... : http://en.wikipedia.org/wiki/Handicapping (although slightly different, I was referring to game handicaps). Sander and I are actually doing fine, thanks for asking. How are you? Sander really quit the Accessibility foundation, I am on temporary leave. Both our decisions were based on the fact that we have been busy with our PhD research for well over 4 years and the combination with our work at the Accessibility foundation resulted in a downward spiral writing-wise. Although our work was only two days a week, in practice it turned out a 5-7 day commitment, with emails/telephone calls/different full-time projects that continued that kept bothering us and preventing us from really going for our PhDs. Thing is, a PhD is not really something you can do 'on the side'. So therefore Sander and I decided that it was time to fully commit ourselves to our PhDs. We both kinda turned our PhD writing in a job over at the HKU, where we are now paid to write, as well as do some stuff for HKU. Funny thing is that we're kinda completely doing the same stuff (oversee student projects, proposals) and even with some of the same projects (the collaborative stuff with Accessibility). About GA.com. Officially Sander has quit so everything he does on GA.com is in his own free time. Currently there are already other colleagues of Accessibility working on expanding GA.com. At the moment I monitor everything that is going on on the site (watch spam, etc.) and give some input to my colleagues on what I still want to do with the site. This is all in my free time untill I return to Accessibility (which is hopefully in November). Soon the prototype of Audio Game Maker will be launched, so I'll be doing some stuff for Accessibility for that as well. And I'm likely to participate in a European project on game accessibility, either with Accessibility or with the HKU (both parties have been approached as partner). So, I didnt quit and NO, nothing to do with funding, you nosey twit ;) By the way, I vaguely remember a couple of emails concerning a controller/components by a Dutch company you first wanted me to arrange for you and later you didn't. Whenever you need me to arrange something still, just email, ok? Gotta go now, will be away for some time, untill next week! Greets, Richard ----- Original Message ----- From: "Barrie Ellis" To: "AudioGames.net" Sent: Friday, June 01, 2007 10:44 AM Subject: Re: [games_access] Thinking about GDC 08's competition > Ahhrgh! Not the handicap word, please Richard! :) > http://news.bbc.co.uk/1/hi/magazine/3708576.stm > > Anyroad - how are you? I hear that you and Sander have packed in at > GA.com? Is it still a supported going concern? Why did you quit - was it > to do with funding? Am I really nosey!? > > All the best, > > Barrie > www.OneSwitch.org.uk > > > From barrie.ellis at oneswitch.org.uk Fri Jun 1 10:19:25 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 1 Jun 2007 15:19:25 +0100 Subject: [games_access] Fw: GDC 2008 ideas: Deaf-Blind games and Philips AmBX Message-ID: <006d01c7a457$dbecaea0$0202a8c0@OneSwitch> One more thought on deaf-blind gaming - Philips AmBX system: http://www.ambx.com/ Most deaf-blind gamers will have some sight too - which should not be forgotten... Barrie www.OneSwitch.org.uk ----- Original Message ----- From: Barrie Ellis To: IGDA GA mailing list Sent: Friday, June 01, 2007 10:12 AM Subject: GDC 2008 ideas: Deaf-Blind games I do like the deaf-blind game idea... I would think that some deaf-blind gamers have played the likes of text-adventures via Braille Displays or at least via a human interpreter. I could imagine team-play would be possible for the likes of Resident Evil through a skilled interpreter spelling out what is happening in the game and giving some choices via deaf-blind finger spelling. This could be improved further if the deaf-blind gamer was wearing a force-feedback vest (e.g. http://www.vrealities.com/intervest.html). This would translate sounds into physical feedback, which might help include them a little further into understanding the game, and buidling the ambience. The gamer could have an agreed PAUSE sign if they are loosing track of what is happening. The interpreter/gamer could then fill them in a little more via signing. I could also imagine some nature of Whack-a-mole game would be quite possible (http://en.wikipedia.org/wiki/Whack-A-Mole) - with some nature of sensors. Perhaps a Wii-Mote and force feedback vest with left, central and right feeback speakers. But how do you get interesting variety....? Some other things to consider: Braille Display http://www.deafblind.com/display.html VirTouch Tactile Mouse http://www.skerpel.com/mouse.htm http://www.skerpel.com/graphics.htm#games - a little mention of games - perhaps a bit like a Giant Buzzer Game, or game of Operation (http://www.matthews-leisure.co.uk/scalextric.htm). Haptic Devices http://en.wikipedia.org/wiki/Haptic http://www.utoronto.ca/atrc/reference/tech/haptic.html Tactile Glove Prototype for transmitting the alphabet http://www.visugate.biz/bjvi/1993/nov1993.html I think it would help to give this kind of information in advance to any competitors. They'll need to give thought to independence, game experience, and deaf-blind gamers unable to cope with the alphabet. -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Fri Jun 1 10:23:00 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 1 Jun 2007 15:23:00 +0100 Subject: [games_access] GDC 2008 ideas: Deaf-Blind games - "How do people who are deafblind communicate?" article Message-ID: <008001c7a458$5ba0a340$0202a8c0@OneSwitch> And this is probably the best starting place for any people thinking of developing a game for Deaf-Blind gamers: http://www.sense.org.uk/publications/allpubs/communication/C01.htm Barrie www.OneSwitch.org.uk ----- Original Message ----- From: Barrie Ellis To: IGDA GA mailing list Sent: Friday, June 01, 2007 3:19 PM Subject: [games_access] Fw: GDC 2008 ideas: Deaf-Blind games and Philips AmBX One more thought on deaf-blind gaming - Philips AmBX system: http://www.ambx.com/ Most deaf-blind gamers will have some sight too - which should not be forgotten... Barrie www.OneSwitch.org.uk ----- Original Message ----- From: Barrie Ellis To: IGDA GA mailing list Sent: Friday, June 01, 2007 10:12 AM Subject: GDC 2008 ideas: Deaf-Blind games I do like the deaf-blind game idea... I would think that some deaf-blind gamers have played the likes of text-adventures via Braille Displays or at least via a human interpreter. I could imagine team-play would be possible for the likes of Resident Evil through a skilled interpreter spelling out what is happening in the game and giving some choices via deaf-blind finger spelling. This could be improved further if the deaf-blind gamer was wearing a force-feedback vest (e.g. http://www.vrealities.com/intervest.html). This would translate sounds into physical feedback, which might help include them a little further into understanding the game, and buidling the ambience. The gamer could have an agreed PAUSE sign if they are loosing track of what is happening. The interpreter/gamer could then fill them in a little more via signing. I could also imagine some nature of Whack-a-mole game would be quite possible (http://en.wikipedia.org/wiki/Whack-A-Mole) - with some nature of sensors. Perhaps a Wii-Mote and force feedback vest with left, central and right feeback speakers. But how do you get interesting variety....? Some other things to consider: Braille Display http://www.deafblind.com/display.html VirTouch Tactile Mouse http://www.skerpel.com/mouse.htm http://www.skerpel.com/graphics.htm#games - a little mention of games - perhaps a bit like a Giant Buzzer Game, or game of Operation (http://www.matthews-leisure.co.uk/scalextric.htm). Haptic Devices http://en.wikipedia.org/wiki/Haptic http://www.utoronto.ca/atrc/reference/tech/haptic.html Tactile Glove Prototype for transmitting the alphabet http://www.visugate.biz/bjvi/1993/nov1993.html I think it would help to give this kind of information in advance to any competitors. They'll need to give thought to independence, game experience, and deaf-blind gamers unable to cope with the alphabet. -------------------------------------------------------------------------------- _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From cataclysmicknight at gmail.com Fri Jun 1 10:44:50 2007 From: cataclysmicknight at gmail.com (Charles Jackson) Date: Fri, 1 Jun 2007 10:44:50 -0400 Subject: [games_access] Michelle's annoyance...:-) In-Reply-To: References: <21e80ec20705311524o3cfa745j343dd65217d8c568@mail.gmail.com> Message-ID: While I'm not deaf, I'm nearly deaf in one ear, although that's not the point either LOL. I live with my wife, and we sit side by side with our laptops (nerdy, eh?) while watching TV. This means that if I want to check out a youtube video or something, I have to do the same thing - put on some crappy headphones and listen, totally ignoring my wife. I haven't played a web game with sound in years, which sucks for when you have to put your own sound in a game. Sorry - point is, I think there are a lot of people that would love to see more things CC-ed. I'm the type that likes to have CC on TV all the time, and likes to read along with things. My daughter is partially learning to read from CC on her cartoons, and lots of others have done the same. You go CC!! :) Sorry for the ramble :) -- Crush the Critters: a Whack-a-Mole adventure for your feet! The Game's Home Page: http://www.hedonismgames.com On the Great Games Experiment: http://www.greatgamesexperiment.com/game/crushthecritters/ From arthit73 at cablespeed.com Fri Jun 1 12:14:37 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Fri, 1 Jun 2007 12:14:37 -0400 Subject: [games_access] RobertFlorio Washington Post story andvideointerview. Available. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzE0CcA References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><003801c7a057$ddae8730$6402a8c0@Delletje> <004701c7a240$54f07580$6402a8c0@Delletje>AAAAADBf8GSYa4xDlD4sBa5lcIyEticA<00a201c7a2f1$b93959b0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIzE0CcA Message-ID: <00c501c7a467$f56fcc80$6501a8c0@Inspiron> Thank you. I know I just get so busy I don't have time to remember everywhere have to be. I'm getting better doing pretty much. I keep forgetting my password to that place. And my username. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of AudioGames.net Sent: Thursday, May 31, 2007 6:57 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] RobertFlorio Washington Post story andvideointerview. Available. Oh, by the way, you are also allowed to post news on GA.com, if you didn't know. ----- Original Message ----- From: "Robert Florio" To: "'IGDA Games Accessibility SIG Mailing List'" Sent: Wednesday, May 30, 2007 9:35 PM Subject: [games_access] RobertFlorio Washington Post story and videointerview. Available. > Below are the links to the Washington Post story of my school PR hooked > up. > Art Institute online. She is amazing. She is setting up some really big > things also. More. I'll let you know when I get a definite. Check it > out > below. > > Robert > www.RobertFlorio.com > > > > Hey Robert - > > > > Here's your story in the Washington Post- > > Great video story also. > > > > Games as Therapy for Walter Reed's Wounded > http://www.washingtonpost.com/wp-dyn/content/article/2007/05/26/AR2007052600 > 144.html > By Mike Musgrove > @Play, Technology Columnist > > > Video: Once a Gamer, Always a Gamer (3+ min video) > http://www.washingtonpost.com/wp-dyn/content/video/2007/04/06/VI200704060124 > 6.html > > > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Fri Jun 1 12:16:23 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Fri, 1 Jun 2007 12:16:23 -0400 Subject: [games_access] Michelle's annoyance...:-) In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIxk0ycA References: <21e80ec20705311524o3cfa745j343dd65217d8c568@mail.gmail.com> AAAAADBf8GSYa4xDlD4sBa5lcIxk0ycA Message-ID: <00c601c7a468$340f23f0$6501a8c0@Inspiron> Putting the text readable is a really long process I'm imagining. I will have to keep that in mind to have two versions of my documentary one with readable text. Robert www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Reid Kimball Sent: Friday, June 01, 2007 12:51 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Michelle's annoyance...:-) I tried to transcribe the video, but it became a pain in the arse and browser crashed when I kept rewinding the streamed video. I instead did something better! I emailed Mike who wrote the initial article on using games at Walter Reed and asked if there was a transcript for the video. We'll see what he says! I think for most "professional" video's produced there's a transcript created, how else does the narrator know what to say? So, what Michelle suggests shouldn't be hard at all. but yeah, captioning user created videos like most found on YouTube is sadly going to be up to the individual creator. -Reid On 5/31/07, d. michelle hinn wrote: > Yep, I know you know what I'm talking about! I was in a crowded cafe > and my sound card on my laptop's been pretty crappy lately so I was > trying to listen through those stupid tiny ear phone things you stuff > in your ear and I was so fed up! It *really* doesn't take much to > understand how annoying lack of CC is...which is why I wonder why > other people can't really *get it.* > > Actually, there is some great qualitative research software that > allows you to caption research videos (like focus groups and such) > and those are the same data format so many of the CNN.com, etc news > bits are in. Hmm...I wonder if those people that make the software > wouldn't mind knowing about another angle they could sell their > product as...after all, selling to a bunch of professors cannot be > where the real money's at. ;) > > Anyone with a better sound card want to translate Robert's video? :) > > Michelle > > >LOL! About time someone understands with the lack of CC in News bits > >and stuff. I have no idea how hard it is to implement captioning in > >web videos, but I would think that it's almost impossible. Reason > >behind this is because TV shows and movies have big bucks, so they > >pay the National Captioning Institute to caption these. > > However, having someone upload a video is out of their hands > >because it's independent? Think of YouTube...impossible to spend the > >time to caption all of these. > > The only times that I'm very annoyed is when I see a story > >being stated on CNN.com, and it's in video. I have to ask my > >boyfriend to "interp" for me, but even in that method, there's some > >information that gets lost in translation. > > Anyone want to translate Robert's 3 min video?? :-D > > > > > >_______________________________________________ > >games_access mailing list > >games_access at igda.org > >http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From eelke.folmer at gmail.com Fri Jun 1 14:29:08 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Fri, 1 Jun 2007 11:29:08 -0700 Subject: [games_access] Michelle's annoyance...:-) In-Reply-To: References: <21e80ec20705311524o3cfa745j343dd65217d8c568@mail.gmail.com> Message-ID: <836db6300706011129g2f9c8bccoe86d8142986b6a62@mail.gmail.com> Hi, one way to add closed captions would be using Louis von Ahn peekaboo method. E.g. a coop game where you show like 10 seconds of video and you have to type in what is being said. If it matches than you caption that part of the video with the found caption file. He also developed CAPTCHA and you could use that technique also to either help captioning of videos or recognizing scanned text. cheers Eelke On 6/1/07, Charles Jackson wrote: > While I'm not deaf, I'm nearly deaf in one ear, although that's not > the point either LOL. I live with my wife, and we sit side by side > with our laptops (nerdy, eh?) while watching TV. This means that if I > want to check out a youtube video or something, I have to do the same > thing - put on some crappy headphones and listen, totally ignoring my > wife. I haven't played a web game with sound in years, which sucks for > when you have to put your own sound in a game. > > Sorry - point is, I think there are a lot of people that would love to > see more things CC-ed. I'm the type that likes to have CC on TV all > the time, and likes to read along with things. My daughter is > partially learning to read from CC on her cartoons, and lots of others > have done the same. > > You go CC!! :) Sorry for the ramble :) > > -- > Crush the Critters: a Whack-a-Mole adventure for your feet! > > The Game's Home Page: http://www.hedonismgames.com > > On the Great Games Experiment: > http://www.greatgamesexperiment.com/game/crushthecritters/ > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From barrie.ellis at oneswitch.org.uk Fri Jun 1 18:06:40 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 1 Jun 2007 23:06:40 +0100 Subject: [games_access] Thinking about GDC 08's competition References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><003801c7a057$ddae8730$6402a8c0@Delletje><004701c7a240$54f07580$6402a8c0@Delletje>AAAAADBf8GSYa4xDlD4sBa5lcIyEticA<00a201c7a2f1$b93959b0$6501a8c0@Inspiron><0e5e01c7a351$09347620$0302a8c0@OneSwitch> <015201c7a3d6$bf84f8c0$6402a8c0@Delletje> <001201c7a429$1abe6c10$6402a8c0@Delletje> Message-ID: <007301c7a499$22248a00$0202a8c0@OneSwitch> Re. Richard's post: > > 1) Deaf and Blind: this is one of the biggest challenges of them all. In > that respect, I would not use it for GDC, because of the severe > limitations you put the designers in. Same goes for severe learning > disabled gamers. Although I was of the opinion I had a pretty good view I > could design something creative, fun and fresh for this target group, time > and time I was disappointed by yet another limitation (not a game project, > mind) Really don't agree regarding building a game taking into account severely learning disabled gamers being difficult. I think that's quite easy. You could take Everybody's Golf / Hotshots Golf for the PS2, add a few tweaks and it would be great for many sld-gamers. You could do the same with many racing games too. I made mention of Sand-box areas for games too, as with Atari's I, Robot's "Doodle City": http://switchgaming.blogspot.com/2006/05/could-all-games-have-doodle-city-mode.html These off the top of my head. Wouldn't be a huge stretch to come up with something original. I think the hardest group to target are MMORPG (http://en.wikipedia.org/wiki/MMORPG) gamers with various disabilities. Barrie www.OneSwitch.org.uk From malkyne at gmail.com Fri Jun 1 18:53:48 2007 From: malkyne at gmail.com (Tess Snider) Date: Fri, 1 Jun 2007 17:53:48 -0500 Subject: [games_access] Michelle's annoyance...:-) In-Reply-To: <00c601c7a468$340f23f0$6501a8c0@Inspiron> References: <21e80ec20705311524o3cfa745j343dd65217d8c568@mail.gmail.com> <00c601c7a468$340f23f0$6501a8c0@Inspiron> Message-ID: On 6/1/07, Robert Florio wrote: > Putting the text readable is a really long process I'm imagining. I will > have to keep that in mind to have two versions of my documentary one with > readable text. This depends on whether you plan to provide it in a streaming format or not. If you provide it non-streaming, you don't need to do hard-captioning, and you don't need a second version. If you're making a DVD, you can provide either closed captioning data or pre-rendered SDH (Subtitles for the deaf and hard-of-hearing). CC is falling out of vogue for DVDs, both because it's an aesthetic mess, and also, because it's not part of the spec for high-def DVDs. Like other types of DVD subtitles, SDH are usually pre-rendered overlays. If this is for downloadable web distribution, you can use "soft" captioning. Like closed-captioning, this is a non-pre-rendered data format, containing text and time codes. Here's an example of a program you can use to edit soft-captions: http://www.jubler.org/index.html If you want any help with this stuff, please let me know. It's something I've been wanting to learn to do, since I do some film stuff on the hobby side. Tess From arthit73 at cablespeed.com Fri Jun 1 20:37:23 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Fri, 1 Jun 2007 20:37:23 -0400 Subject: [games_access] top-secret update. Request links to accessible games In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzk3ScA References: <21e80ec20705311524o3cfa745j343dd65217d8c568@mail.gmail.com> AAAAADBf8GSYa4xDlD4sBa5lcIzk3ScA Message-ID: <003901c7a4ae$315160b0$6501a8c0@Inspiron> Before I did my research and found all the different games out there. I was hoping to get all of you not to help me find some. I only have so much time and I really want to get the best. We need to put together a package discussion in top-secret, requested by David Perry directly to me when I brought up the issue of user interface accessible gamers, visual, audio, physical impairments. He thought it totally made sense to have in our game map the direction we are going focus on these audio and visual cues for assistance and physical assistance. So his challenge to me was discussed all the good games out there to have offered these abilities in games to people. I mention their company, the game, and discuss what it does. I I just need links to those games so I can start discussing showing what they do right. Someone please remind me what is copyrightable on these games? I don't want to get in trouble. Should I stay away from taking the exact idea and putting it in the game or should I just discuss how it helps in, with new ways according to our needs? I think the second way according to our needs is what I was going to do anyway but just in case I need to know. Thank you very much. Robert www.RobertFlorio.com From hinn at uiuc.edu Sat Jun 2 00:01:32 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 1 Jun 2007 23:01:32 -0500 Subject: [games_access] top-secret update. Request links to accessible games In-Reply-To: <003901c7a4ae$315160b0$6501a8c0@Inspiron> References: <21e80ec20705311524o3cfa745j343dd65217d8c568@mail.gmail.com> AAAAADBf8GSYa4xDlD4sBa5lcIzk3ScA <003901c7a4ae$315160b0$6501a8c0@Inspiron> Message-ID: Thomas -- what are the restrictions for the SIG DVD with all the accessible games on it? Robert, do you have this year's edition? If not one of us can mail it to you. Or would it be easiest to just look up the games online and give you those links? Sounds like time is of the essence. Let me know! Copyright is a whole huge issue and I'm not a legal expert (although I get asked so many legal questions with regard to lawsuits I'm starting to think Law School was a better idea than getting a PhD...). :) Let me see what some of the IGDA attorneys can tell us -- maybe there are a few legal primers out there on the web for games. I can't find on the forums where to go to post things on top secret about accessibility. Do you have a direct link to a forum topic on it or easy way to search (perhaps I could search for your postings if you gave me your username -- I'm vrgrrl) Michelle >Before I did my research and found all the different games out there. I was >hoping to get all of you not to help me find some. I only have so much time >and I really want to get the best. We need to put together a package >discussion in top-secret, requested by David Perry directly to me when I >brought up the issue of user interface accessible gamers, visual, audio, >physical impairments. He thought it totally made sense to have in our game >map the direction we are going focus on these audio and visual cues for >assistance and physical assistance. > >So his challenge to me was discussed all the good games out there to have >offered these abilities in games to people. I mention their company, the >game, and discuss what it does. I I just need links to those games so I can >start discussing showing what they do right. > >Someone please remind me what is copyrightable on these games? I don't want >to get in trouble. Should I stay away from taking the exact idea and >putting it in the game or should I just discuss how it helps in, with new >ways according to our needs? I think the second way according to our needs >is what I was going to do anyway but just in case I need to know. > >Thank you very much. > >Robert >www.RobertFlorio.com > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Sat Jun 2 05:39:38 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 2 Jun 2007 10:39:38 +0100 Subject: [games_access] Free Camera Mouse software Message-ID: <011301c7a4f9$f3008ce0$0202a8c0@OneSwitch> Really great news on some free-trial software that makes a standard web-cam operate as a mouse controller, plus mention of games being used with it... http://teachinglearnerswithmultipleneeds.blogspot.com/2007/05/coming-soon-free-cameramouse.html http://www.cameramouse.com/ Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Sat Jun 2 12:36:35 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 2 Jun 2007 12:36:35 -0400 Subject: [games_access] top-secret update. Request links to accessible games In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIyE4ScA References: <21e80ec20705311524o3cfa745j343dd65217d8c568@mail.gmail.com>AAAAADBf8GSYa4xDlD4sBa5lcIzk3ScA<003901c7a4ae$315160b0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIyE4ScA Message-ID: <006601c7a534$3115e770$6501a8c0@Inspiron> Thank you Michelle. I do have that this guy think I have defined it. So I could post those games on my web page. But it would be a lot easier to find a direct link to them if you could? Don't have much room on my page. Are there any free servers out there I could upload the stuff to with a code so and I can create links to the in the top-secret forums? It's not exactly a time crunch. I do know that in top-secret we are told to do not use original material. So I wouldn't be able to copy and post any coding for sure. Or any images. As reference yes but not for a project. I have not created the discussion group yet on the accessibility. There is one though that I started on the user interface. You can check that out. It's really difficult you can just search for a topic. And you can't search a username for the topics they created. We are supposed to have the ability to get e-mails every time somebody responds to a post or thread that you created. But they haven't gotten that working. The thread I created for user interface is here. It's for a task but the task is not an unlocked yet. Should login first. http://phpbb.acclaim.com/topsecret/viewtopic.php?t=4455 The place that I will create the topic on accessibility requested by David will be in the forum below. General discussion. But I haven't yet. http://phpbb.acclaim.com/topsecret/viewforum.php?f=70 When you login and then putting in this link for some reason it might not bring up the page. So I would probably keep the link you have after logging in the forums and just select the last two thirds of that link after .com/ Robert www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Saturday, June 02, 2007 12:02 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] top-secret update. Request links to accessible games Thomas -- what are the restrictions for the SIG DVD with all the accessible games on it? Robert, do you have this year's edition? If not one of us can mail it to you. Or would it be easiest to just look up the games online and give you those links? Sounds like time is of the essence. Let me know! Copyright is a whole huge issue and I'm not a legal expert (although I get asked so many legal questions with regard to lawsuits I'm starting to think Law School was a better idea than getting a PhD...). :) Let me see what some of the IGDA attorneys can tell us -- maybe there are a few legal primers out there on the web for games. I can't find on the forums where to go to post things on top secret about accessibility. Do you have a direct link to a forum topic on it or easy way to search (perhaps I could search for your postings if you gave me your username -- I'm vrgrrl) Michelle >Before I did my research and found all the different games out there. I was >hoping to get all of you not to help me find some. I only have so much time >and I really want to get the best. We need to put together a package >discussion in top-secret, requested by David Perry directly to me when I >brought up the issue of user interface accessible gamers, visual, audio, >physical impairments. He thought it totally made sense to have in our game >map the direction we are going focus on these audio and visual cues for >assistance and physical assistance. > >So his challenge to me was discussed all the good games out there to have >offered these abilities in games to people. I mention their company, the >game, and discuss what it does. I I just need links to those games so I can >start discussing showing what they do right. > >Someone please remind me what is copyrightable on these games? I don't want >to get in trouble. Should I stay away from taking the exact idea and >putting it in the game or should I just discuss how it helps in, with new >ways according to our needs? I think the second way according to our needs >is what I was going to do anyway but just in case I need to know. > >Thank you very much. > >Robert >www.RobertFlorio.com > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From eelke.folmer at gmail.com Sat Jun 2 18:46:05 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Sat, 2 Jun 2007 15:46:05 -0700 Subject: [games_access] Thinking about GDC 08's competition In-Reply-To: <001201c7a429$1abe6c10$6402a8c0@Delletje> References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><003801c7a057$ddae8730$6402a8c0@Delletje><004701c7a240$54f07580$6402a8c0@Delletje>AAAAADBf8GSYa4xDlD4sBa5lcIyEticA<00a201c7a2f1$b93959b0$6501a8c0@Inspiron><0e5e01c7a351$09347620$0302a8c0@OneSwitch> <015201c7a3d6$bf84f8c0$6402a8c0@Delletje> <001201c7a429$1abe6c10$6402a8c0@Delletje> Message-ID: Hi, On Jun 1, 2007, at 1:44 AM, AudioGames.net wrote: > Btw: I thought of this concept when I read about the idea of > sighted users leading blind-users through Second Life, as a guide. > Helping each other out in a co-op game could prove to be a new kind > of game accessibility? I was thinking about that the other day, but then in the context of World of Warcraft. What if a blind user in WoW would automatically start out as a level 60 wizard able to cast very powerful spells but requiring voice input& guidance from other party members? (assuming this player belongs to a party). Other party members would automatically try to protect this player as its very handy to have such a powerful wizard in your party. This way a kind of symbiotic relationship is created which is fair. Cheers Eelke > What do you think? > > K... I'm away again, speak with you in a week... > > R Out > > > ----- Original Message ----- From: "d. michelle hinn" > To: "IGDA Games Accessibility SIG Mailing List" > > Sent: Friday, June 01, 2007 3:53 AM > Subject: Re: [games_access] Thinking about GDC 08's competition > > >> Heh -- this was probably a lost in translation/bad explanation on >> my part bit -- the "ax the reality show thing" was meant to mean >> don't do a game show thing at all! >> >> We "can't" use design challenge...but that doesn't stop us from >> coming pretty darn close to the same words...errr...Challenge: >> Design! ;) >> >> Another idea I had was...design for Helen Keller...now doing >> something accessible for the deaf AND blind...now that is a >> challenge...and the person that can design something cool around >> that will help solve the catch 22 issue where doing something that >> helps the deaf might mess up something for the blind with regard >> to accessibility. This also puts us in more competition with Eric >> Z and his poetry/peace prize/needle and thread challenges... >> >> I was also thinking that the person should be able to also play it >> with non-disabled friends...perhaps over the top? But still...the >> social aspect of gaming is SO important. >> >> I *REALLY* want to give the challenge another try because I think >> we're onto something -- we just need to rethink it! And I want our >> sessions to be fun -- we don't have to be comedians (as we know >> now...we're not) to create a couple hour long presentations. >> >> And...(now back to game shows, only different) >> >> I also like the "Translation: Accessibility" idea where we have a, >> for example, what closed captioning means for the non-hearing >> impaired. Eelke -- perhaps since you put the article out on >> Gamasutra, you'd like to lead some kind of session on this that is >> also SIG sponsored? Perhaps it could be more than a lecture -- did >> you see Microsoft's "usability game show" at CHI in Austria? We >> could toss out some fun prizes to those that come up with >> something not on the list -- that way the audience is more >> engaged. I can see this as a high energy and fun, engaging session. >> >> OK...More ideas!!! >> >> Michelle >> >>> Hi, >>> >>> I agree with all of the competitors advice. I would also like to >>> add "no game show theme next time"? A theme is good, but >>> something cool, not corny? Michelle, I like all of your >>> suggestions so far. I would prefer to have a good, 3rd party host >>> and Raph seems like a good person for that. And I guess fitting >>> in his own entry is cool? >>> >>> But, ok, what still seems missing is: >>> >>> 1) theme / title of the design challenge. Can we still use >>> "design challenge" in the title? >>> 2) basically along with the theme, the target impaired audience? >>> Our options are: >>> >>> - game for one specific game handicap >>> - game for a game handicap of choice >>> - game for one out of a selection of game handicaps (the list we >>> make) >>> >>> But maybe we can try something completely different/less obvious >>> instead. As I read Eelke's (excellent) Gamasutra article today, I >>> was thinking about handicaps caused by impairments and the same >>> handicaps not caused by impairments. Example: deaf gamers >>> encounter the same problems as gamers in a loud environment (LAN >>> party/mother vacuming/arcade/on the train) as gamers that play a >>> mobile game and intentionally turn the sound off. Another one is: >>> gamers with parkinson encounter the same problem as gamers on a >>> plane with turbulence. Another one is: gamers trying to play with >>> a DS or a PSP in a sunny environment (as I tried in the Dominican >>> Republic for 2 weeks) encounter the same problem as visually >>> impaired gamers. etc. etc. For more examples, see Eelke's article. >>> >>> Maybe we could make sort of a game-handicap list, where each >>> problem is linked to both a bodily impairment *and* a likely >>> situation that a non-impaired gamer can also encounter. So the >>> parkinson/airplane disability (although there's probably also the >>> gamer with parkinson on a plane with turbulence-disability). This >>> is also where we could can some fun in, for instance: >>> >>> disability: game speed is to fast >>> people who encounter this issue: gamers with a physical >>> impairment that does not allow for fast reactions, hippies >>> >>> disability: cannot hear game audio >>> people who encounter this issue: deaf gamers, grannies, gamers >>> who visited Ozzfest 2007 >>> >>> Err... ? >>> >>> And I guess I still want Hugh Heffner to showcase his Playboy >>> Mansion game to see how well he handles the controls at his age. >>> And I like celebrity handicapped people: Michael J Fox showing >>> how he plays with the DS having Parkinson? >>> >>> Just some random thought. Next please! >>> >>> Ries >>> >>> >>> ----- Original Message ----- From: "d. michelle hinn" >>> >>> To: "IGDA Games Accessibility SIG Mailing List" >>> >>> Sent: Thursday, May 31, 2007 11:11 PM >>> Subject: [games_access] Thinking about GDC 08's competition >>> >>>> Hey guys, >>>> >>>> So I'm working on next year's design challenge for GDC and I'm >>>> taking the advise of the competitors from 07 into consideration: >>>> >>>> * Keep it to one hour >>>> * No judges at all -- if judges have questions about why they >>>> felt that way...I'll email you off-list >>>> * Include accessibility "extra info" between the contestants or >>>> do it all up front >>>> * NO VIDEOS unless they are realllllllllly good and >>>> reallllllllllly short (we left people in the dark with our video >>>> as fun as it was to make it wasn't nearly as hilarious in real >>>> life) :) >>>> * Keep things more serious without being boring >>>> * Ax the "reality show" idea >>>> * Cut down the number of contestants to 3 >>>> >>>> So right now I'm talking to people who might be involved -- Raph >>>> Koster (wrote "theory of fun") is interested in either being a >>>> contestant or being "mini" presenter on the challenges of >>>> accessibility and fun (those of you at GDC 07 probably remember >>>> that we were up against him so maybe if we get everyone famous >>>> somehow involved...hehe) and then Will Wright, Dave Perry and >>>> Keita Takahashi who said they were interested for 08 -- I'm >>>> imagining all will not say "yes." Raph is really interested in >>>> being involved in some manner. I'd like for them to be involved >>>> during even the early stages so that we can present a coherent >>>> show. So I'd to have the spirit of being a publisher with many >>>> competing design studios and only one will get the "go" in a "go/ >>>> no go" audience vote (this was Noah's suggestion). So the >>>> contestants would have "checking in" meetings with us as they go >>>> (to prevent "non-game presentations...we had a few") and such. >>>> And I'm imagining that all contestants would have "accessibility >>>> mentors" assigned to them from the SIG to make things even more >>>> challenging and fun for all of us and get us all involved. >>>> >>>> So this isn't THE proposal...I'm just still riffing on some >>>> ideas. So YOUR opinion counts so please do give it! None of last >>>> year's contestants said that we should drop the whole idea -- >>>> but instead change it and do it in a way that seems much more >>>> put together. >>>> >>>> So let's go! Let's think about our cool street cred session that >>>> might get people in the door for an hour and then get them to >>>> come to the expo for more! Let's think about how we can have the >>>> coolest, yet non-hospital inducing sessions to raise the roof!!!! >>>> >>>> Michelle >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access ------------------------------------------------------------------------ ---- Eelke Folmer Assistant Professor Department of Computer Science & Engineering/171 University of Nevada Reno, Nevada 89557 Game Quality usability|accessibility.eelke.com ------------------------------------------------------------------------ ---- -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Sat Jun 2 19:21:28 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 2 Jun 2007 18:21:28 -0500 Subject: [games_access] Thinking about GDC 08's competition In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <003801c7a057$ddae8730 $6402a8c0@Delletje><004701c7a240$54 f07580$6402a8c0@Delletje>AAAAADBf8G SYa4xDlD4sBa5lcIyEticA<00a201c7a2f1$b93959b0$6501a8c0@Inspiron><0e5e01c7a3 51$09347620$0302a8c0@OneSwitch> <015201c7a3d6$bf84f8c0$6402a8c0@Del letje> <001201c7a429$1abe6c10$6402a8c0@Delletje> Message-ID: >>Btw: I thought of this concept when I read about the idea of >>sighted users leading blind-users through Second Life, as a guide. >>Helping each other out in a co-op game could prove to be a new kind >>of game accessibility? >> > >I was thinking about that the other day, but then in the context of >World of Warcraft. What if a blind user in WoW would automatically >start out as a level 60 wizard able to cast very powerful spells but >requiring voice input& guidance from other party members? (assuming >this player belongs to a party). Other party members would >automatically try to protect this player as its very handy to have >such a powerful wizard in your party. This way a kind of symbiotic >relationship is created which is fair. I like the idea and it meld's well with some of my papers on social learning and gaming in coop and comp games -- the way people together invent the "real" rules of the game that is to be played that may or may not have to do with how the game was imagined by the designer (think of three children's playing the same character in a single player game yet someone making it into a competitive experience by some sort of rules they agree upon). I know that this cooperation does exist in guilds already for various games -- where everyone knows that one of the players is blind or whatnot. The trouble is negotiating this in real life -- for instance the player might know a couple of the guild members in real life so there's already a relationship in existence. But what if the player doesn't know anyone going into the game? It would be interesting to hear from different people on how and when and if they disclosed a disability and what things were successful for them as they met people in world and what was not. Some troubles I see with this all come down to human nature and I think this is something that makes virtual worlds so different from other game worlds. How much would it cost, say, Blizzard set up a system where a blind player could "register" and how would they prevent misuse (things always go back to misuse -- where "accessibility" makes gamers and game makers nervous because what if someone is using whatever it is to have an unfair advantage....this is not my opinion but rather the excuses I/we hear). And without careful moderation, a company could say that their accessibility features are "well the other users will help out" but in real life maybe the game players would not provide this help. Or maybe a blind user does become a level 60 automatically...will people trust that the person is really blind? Then again, does it matter if, say, there could only be one level 60 "auto wizard" per party? Could "playing at" disability (like one plays at gender, gender roles, race, etc in games by choosing to be something that they are not in real life) be a positive social experience in helping people understand about disability? Then again...are all gamers so enlightened? Lots of interesting ideas...and lots of interesting potential problems to sort out with MMOs. Michelle From reid at rbkdesign.com Sat Jun 2 19:21:53 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Sat, 2 Jun 2007 16:21:53 -0700 Subject: [games_access] Thinking about GDC 08's competition In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <004701c7a240$54f07580$6402a8c0@Delletje> <00a201c7a2f1$b93959b0$6501a8c0@Inspiron> <0e5e01c7a351$09347620$0302a8c0@OneSwitch> <015201c7a3d6$bf84f8c0$6402a8c0@Delletje> <001201c7a429$1abe6c10$6402a8c0@Delletje> Message-ID: Are you really suggesting that blind users start at level 60? People work for months to achieve those levels. What's to stop someone from claiming to be blind? It's interesting, I see there are two approaches to game accessibility, 1) provide features to level the playing field and 2) design mechanics in the game that can be used by those that are disabled. Such as a character in a game that has special abilities for hearing, which a blind person would more likely use. It seems like option 2 is easier to design since you are making only a small section of the game accessible via the natural abilities of the user. Richard, I really do like your idea for cooperative play. It reminds me of King's Quest VI. In King's Quest VI there is a puzzle where you encounter 5 gnomes who each excel in one of the five senses. They guard an area and are trying to keep humans out. You being a human need to trick their senses into thinking you are not a human. -Reid On 6/2/07, Eelke Folmer wrote: > Hi, > > > On Jun 1, 2007, at 1:44 AM, AudioGames.net wrote: > > Btw: I thought of this concept when I read about the idea of sighted users > leading blind-users through Second Life, as a guide. Helping each other out > in a co-op game could prove to be a new kind of game accessibility? > > I was thinking about that the other day, but then in the context of World of > Warcraft. What if a blind user in WoW would automatically start out as a > level 60 wizard able to cast very powerful spells but requiring voice input& > guidance from other party members? (assuming this player belongs to a > party). Other party members would automatically try to protect this player > as its very handy to have such a powerful wizard in your party. This way a > kind of symbiotic relationship is created which is fair. > > Cheers Eelke > > > > > > What do you think? > > K... I'm away again, speak with you in a week... > > R Out > > > ----- Original Message ----- From: "d. michelle hinn" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Friday, June 01, 2007 3:53 AM > Subject: Re: [games_access] Thinking about GDC 08's competition > > > > Heh -- this was probably a lost in translation/bad explanation on my part > bit -- the "ax the reality show thing" was meant to mean don't do a game > show thing at all! > > We "can't" use design challenge...but that doesn't stop us from coming > pretty darn close to the same words...errr...Challenge: Design! ;) > > Another idea I had was...design for Helen Keller...now doing something > accessible for the deaf AND blind...now that is a challenge...and the person > that can design something cool around that will help solve the catch 22 > issue where doing something that helps the deaf might mess up something for > the blind with regard to accessibility. This also puts us in more > competition with Eric Z and his poetry/peace prize/needle and thread > challenges... > > I was also thinking that the person should be able to also play it with > non-disabled friends...perhaps over the top? But still...the social aspect > of gaming is SO important. > > I *REALLY* want to give the challenge another try because I think we're onto > something -- we just need to rethink it! And I want our sessions to be fun > -- we don't have to be comedians (as we know now...we're not) to create a > couple hour long presentations. > > And...(now back to game shows, only different) > > I also like the "Translation: Accessibility" idea where we have a, for > example, what closed captioning means for the non-hearing impaired. Eelke -- > perhaps since you put the article out on Gamasutra, you'd like to lead some > kind of session on this that is also SIG sponsored? Perhaps it could be more > than a lecture -- did you see Microsoft's "usability game show" at CHI in > Austria? We could toss out some fun prizes to those that come up with > something not on the list -- that way the audience is more engaged. I can > see this as a high energy and fun, engaging session. > > OK...More ideas!!! > > Michelle > > > Hi, > > I agree with all of the competitors advice. I would also like to add "no > game show theme next time"? A theme is good, but something cool, not corny? > Michelle, I like all of your suggestions so far. I would prefer to have a > good, 3rd party host and Raph seems like a good person for that. And I guess > fitting in his own entry is cool? > > But, ok, what still seems missing is: > > 1) theme / title of the design challenge. Can we still use "design > challenge" in the title? > 2) basically along with the theme, the target impaired audience? Our options > are: > > - game for one specific game handicap > - game for a game handicap of choice > - game for one out of a selection of game handicaps (the list we make) > > But maybe we can try something completely different/less obvious instead. As > I read Eelke's (excellent) Gamasutra article today, I was thinking about > handicaps caused by impairments and the same handicaps not caused by > impairments. Example: deaf gamers encounter the same problems as gamers in a > loud environment (LAN party/mother vacuming/arcade/on the train) as gamers > that play a mobile game and intentionally turn the sound off. Another one > is: gamers with parkinson encounter the same problem as gamers on a plane > with turbulence. Another one is: gamers trying to play with a DS or a PSP in > a sunny environment (as I tried in the Dominican Republic for 2 weeks) > encounter the same problem as visually impaired gamers. etc. etc. For more > examples, see Eelke's article. > > Maybe we could make sort of a game-handicap list, where each problem is > linked to both a bodily impairment *and* a likely situation that a > non-impaired gamer can also encounter. So the parkinson/airplane disability > (although there's probably also the gamer with parkinson on a plane with > turbulence-disability). This is also where we could can some fun in, for > instance: > > disability: game speed is to fast > people who encounter this issue: gamers with a physical impairment that does > not allow for fast reactions, hippies > > disability: cannot hear game audio > people who encounter this issue: deaf gamers, grannies, gamers who visited > Ozzfest 2007 > > Err... ? > > And I guess I still want Hugh Heffner to showcase his Playboy Mansion game > to see how well he handles the controls at his age. And I like celebrity > handicapped people: Michael J Fox showing how he plays with the DS having > Parkinson? > > Just some random thought. Next please! > > Ries > > > ----- Original Message ----- From: "d. michelle hinn" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Thursday, May 31, 2007 11:11 PM > Subject: [games_access] Thinking about GDC 08's competition > > > Hey guys, > > So I'm working on next year's design challenge for GDC and I'm taking the > advise of the competitors from 07 into consideration: > > * Keep it to one hour > * No judges at all -- if judges have questions about why they felt that > way...I'll email you off-list > * Include accessibility "extra info" between the contestants or do it all up > front > * NO VIDEOS unless they are realllllllllly good and reallllllllllly short > (we left people in the dark with our video as fun as it was to make it > wasn't nearly as hilarious in real life) :) > * Keep things more serious without being boring > * Ax the "reality show" idea > * Cut down the number of contestants to 3 > > So right now I'm talking to people who might be involved -- Raph Koster > (wrote "theory of fun") is interested in either being a contestant or being > "mini" presenter on the challenges of accessibility and fun (those of you at > GDC 07 probably remember that we were up against him so maybe if we get > everyone famous somehow involved...hehe) and then Will Wright, Dave Perry > and Keita Takahashi who said they were interested for 08 -- I'm imagining > all will not say "yes." Raph is really interested in being involved in some > manner. I'd like for them to be involved during even the early stages so > that we can present a coherent show. So I'd to have the spirit of being a > publisher with many competing design studios and only one will get the "go" > in a "go/no go" audience vote (this was Noah's suggestion). So the > contestants would have "checking in" meetings with us as they go (to prevent > "non-game presentations...we had a few") and such. And I'm imagining that > all contestants would have "accessibility mentors" assigned to them from the > SIG to make things even more challenging and fun for all of us and get us > all involved. > > So this isn't THE proposal...I'm just still riffing on some ideas. So YOUR > opinion counts so please do give it! None of last year's contestants said > that we should drop the whole idea -- but instead change it and do it in a > way that seems much more put together. > > So let's go! Let's think about our cool street cred session that might get > people in the door for an hour and then get them to come to the expo for > more! Let's think about how we can have the coolest, yet non-hospital > inducing sessions to raise the roof!!!! > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of Computer Science & Engineering/171 > University of Nevada Reno, Nevada 89557 > Game Quality > usability|accessibility.eelke.com > ---------------------------------------------------------------------------- > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From cataclysmicknight at gmail.com Sun Jun 3 10:32:42 2007 From: cataclysmicknight at gmail.com (Charles Jackson) Date: Sun, 3 Jun 2007 10:32:42 -0400 Subject: [games_access] Free Camera Mouse software In-Reply-To: <011301c7a4f9$f3008ce0$0202a8c0@OneSwitch> References: <011301c7a4f9$f3008ce0$0202a8c0@OneSwitch> Message-ID: Oh wow! I love the line about how the extreme setting even allows the user to simply look in the direction they wish it to go, and that causes enough movement. It sounds wonderful! Thanks for the story :) -- Crush the Critters: a Whack-a-Mole adventure for your feet! The Game's Home Page: http://www.hedonismgames.com On the Great Games Experiment: http://www.greatgamesexperiment.com/game/crushthecritters/ From arthit73 at cablespeed.com Sun Jun 3 21:56:58 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 3 Jun 2007 21:56:58 -0400 Subject: [games_access] GDC 2008 CD. Located on the web somewhere? In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIxk8icA References: <011301c7a4f9$f3008ce0$0202a8c0@OneSwitch> AAAAADBf8GSYa4xDlD4sBa5lcIxk8icA Message-ID: <000001c7a64b$a48b7770$6501a8c0@Inspiron> I'm trying to put together a list of a general discussion David Perry requested and I started. This is for top-secret the game. I don't have the resources or can I find the desk to put that information on the Web. If you guys have direct links to that stuff can you let me know where exactly is so I can get a good discussion on games over there complete? Thinks it would be really tremendous if you could let me know. A lot of people never seen these kind of games and would really be helpful to show them. Sincerely. Robert www.RobertFlorio.com From barrie.ellis at oneswitch.org.uk Mon Jun 4 01:19:53 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 4 Jun 2007 06:19:53 +0100 Subject: [games_access] GDC 2008 CD. Located on the web somewhere? References: <011301c7a4f9$f3008ce0$0202a8c0@OneSwitch>AAAAADBf8GSYa4xDlD4sBa5lcIxk8icA <000001c7a64b$a48b7770$6501a8c0@Inspiron> Message-ID: <025f01c7a667$fc084070$0202a8c0@OneSwitch> There's a good interview with David Perry at the Guardian's gamesblog on the "Top-Secret" project: http://blogs.guardian.co.uk/games/archives/2007/05/31/the_wikigame_interview_dave_perry_part_1.html http://blogs.guardian.co.uk/games/archives/2007/06/01/the_wikigame_interview_dave_perry_part_2.html Re. a list of accessible games - the www.igda.org/accessibility wiki still has good stuff as has www.gameaccessibility.com in their resources section. For a quick link to accessible games try this: http://www.oneswitch.org.uk/1/AGS/AGS-software.htm ...and Thomas (Westin) had most of the GDC2007 CD bits if they will be of use to you. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Robert Florio" To: "'IGDA Games Accessibility SIG Mailing List'" Sent: Monday, June 04, 2007 2:56 AM Subject: Re: [games_access] GDC 2008 CD. Located on the web somewhere? > I'm trying to put together a list of a general discussion David Perry > requested and I started. This is for top-secret the game. I don't have > the > resources or can I find the desk to put that information on the Web. If > you > guys have direct links to that stuff can you let me know where exactly is > so > I can get a good discussion on games over there complete? Thinks it would > be really tremendous if you could let me know. > > A lot of people never seen these kind of games and would really be helpful > to show them. > > Sincerely. > Robert > www.RobertFlorio.com > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From lynnvm at carolina.rr.com Mon Jun 4 16:32:53 2007 From: lynnvm at carolina.rr.com (Lynn Marentette) Date: Mon, 4 Jun 2007 16:32:53 -0400 Subject: [games_access] New game lab coming soon to the main branch of the library in Charlotte, N.C. Message-ID: <002001c7a6e7$874a05e0$6601a8c0@HOME> Hi. I thought this info might be interesting to both groups: Matt Gullet, the Manager of Emerging Technologies at the Public Library of Charlotte and Mecklenburg County (PLCMC), sent me a link to this notice: "We just announced Tuesday at our Technology Summit that we will be developing a "Game Lab" here at PLCMC. The "Game Lab" will open in Virtual Village at Main Library this summer. We will be making a more formal announcement and splash this summer. The lab will be a first for public libraries. Initially, it will work with the University of North Carolina, Charlotte; Youth Digital Arts CyberSchool (www.ydacs.com); and Capcom Entertainment, Inc ( http://www.capcom.com). We will also be partners in Syracuse University's Library Game Lab ( http://gamelab.syr.edu) with the American Library Association, along with individuals at the University of Illinois and OCLC." "The Game Lab will work with library customers, the community in general, universities, organizations and corporations to develop programs and services that increase digital literacy through games and interactive media. The lab will educate the public about the benefits of gaming and interactive media usage and creation. For more information contact Matt Gullett, Emerging Technology Manager: mgullett at plcmc.org." I have met with Matt spoke with him how the library could become an important part of getting the word out about game access issues. One of the IT/CS professors at UNC-C who is researching games and education, Dr. Tiffany Barnes, is teaching a course in "Intelligent Tutoring Systems" next fall. I might take the course so I can work on an accessible learning game. It would be great to have a lab in the community to test things out. By the way, the Virtual Village at the main branch of the PLCMC is also the home of a wealth of accessible computers and equipment, so I think this fits very well! I would like to hear from others who are involved in similar pursuits in other regions! Lynn Marentette Interactive Multimedia Technology TechPsych -------------- next part -------------- An HTML attachment was scrubbed... URL: From eelke.folmer at gmail.com Mon Jun 4 20:26:21 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Mon, 4 Jun 2007 17:26:21 -0700 Subject: [games_access] Personas, etc. but what is really needed... In-Reply-To: <6BBCE751-C0A4-48CE-8E55-6957EF46D7E2@dmill.com> References: <001e01c79e57$e24a4510$6401a8c0@HOME> <836db6300705241901y49d99dccpffbcded9e7f7b7a8@mail.gmail.com> <6BBCE751-C0A4-48CE-8E55-6957EF46D7E2@dmill.com> Message-ID: <836db6300706041726i48566eb1i42d7cc412ddbd551@mail.gmail.com> HI Ben, > One of the things that I think would get developers moving a bit more > and really possibly improve progress and pressure on developers is if > there was a universal SDK and set of standard libraries that could be > linked in to any game where the result of XX programmer weeks would > result in a game that has far more accessibility. That would be nice unfortunately game developers use a plethora of game engines. Accessibility features tie directly into the core of the game engine. Only something like closed captioning that we currently build for the torque engine can be relatively easily plugged in between the sound engine and the game specific GUI but a feature like autoaim or multiple difficulty levels ties deep into the game core and it's incredibly hard to generalize that into a component without resulting into a spaghetti of unwanted dependencies. cheers Eelke > Perhaps everything > can't be solved this way but until there is a standardized SDK to > some extent you won't get as far. > > Once there is an open source standard SDK that is updated and worked > on (hopefully with aide by professional developers and perhaps with > funding too) and perhaps aided by university research in an organized > fashion then it becomes a matter of brow beating publishers to do the > work to integrate it just like every other SDK past/present/future > works. It becomes a semi-singular response - this games supports the > SDK this game does not. > > Also it would seem if you could create standard icons for > accessibility like we see from GameSpy, ESRB, PC-CDROM, EAX, XBOX > LIVE!, etc. that showcases in a second such compatibility that would > help as well. Perhaps a standard logo that would provide some quick > response to users about its compatibility with the SDK or various > specific standardize accessibility issues. What you might not know > e.g. is that the EMA (entertainment merchants association) controls > the standard PC-CDROM logo and that they license its use to the > publishers in return I think for nominal fees or at the least I think > it was 3 copies each of all games (which they then donate). > > If you followed this idea in the long-term what you could do is A) > develop/galavenize the development of the SDK(s)/Librarie(s) and then > a standard logo of compliance with the SDK. No publisher could use > the logo without making a per-sku (not title) payment to the non- > profit that controlled the trademark (you could even write it into > the EULA of the open-source license probably) and the cost would be > low like $50-$100 per sku. EA put out probably 500-1000 worldwide > skus last year across all formats. > > If you want to make progress in games you need to do it in software. > It's like getting press - the easier you make the other persons job > the more attention you will get. You need to create an ecosystem of > code not just an ecosystem of pressure because at the end of the day > linking in an API is a process most publishers and development > studios can deal with but writing new code from scratch doesn't > work. Going to several different sites to cobble together existing > code doesn't work. Etc. > > If you had a one-stop code repository and GOOD docs then what happens > if the accompanying pressure/customer service comes into play is you > will probably see 3-4 things happen: > > 1. You will be able to boil down average strong compliance to an > average cost per title to link in the SDK as opposed to an amorphous > cost it would be fairly standard and trackable. When you have that > you can create awareness that EA and others are ignoring a trivial > cost and QA process. > > 2. You will be able to argue that the console companies could > integrate the SDK into their own libraries and middleware and (cross > fingers) their QA process. > > 3. You will see studios/publishers assign junior / intern programmers > to the SDK as a project. With an API, docs, standard process it's a > great "here kid do this!" project. There is little supervision and > worry about virgin code. As a manager you have to hope a new > programmer is at least good enough to integrate in a standard API or > they're worthless. > > 4. You will see programmers inside companies who are trying to win > the right to integrate these features do so more frequently because > it will be a standardized process. The industry is beginning to > standardize development practices more and with an SDK you can get > into that pipeline better. > > 5. You will see more industry support for the SDK itself and in > general I think far better compliance. > > I'm not the expert - perhaps such code exists but I googled for it > and didn't see anything right away. It would seem you could > standardize some libraries for color blindness, one switch > controller, head mounted mice, closed captioning, etc. If you at > least outlined what an spec for it would be then a place like > Carnegie Melon, USC, and other universities could be asked to assign > students to develop the initial codebase. > > If you want a campaign to work write code. That is the single > biggest impediment. With it then the excuses or non-attention by > developers will be much harder for them to pull. If you're going to > apply a hammer you need the anvil. > > - Ben > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From hinn at uiuc.edu Mon Jun 4 22:21:48 2007 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Mon, 4 Jun 2007 21:21:48 -0500 (CDT) Subject: [games_access] Personas, etc. but what is really needed... Message-ID: <20070604212148.AQP01749@expms2.cites.uiuc.edu> >> One of the things that I think would get developers moving a bit more >> and really possibly improve progress and pressure on developers is if >> there was a universal SDK and set of standard libraries that could be >> linked in to any game where the result of XX programmer weeks would >> result in a game that has far more accessibility. > >That would be nice unfortunately game developers use a plethora of >game engines. Accessibility features tie directly into the core of the >game engine. Only something like closed captioning that we currently >build for the torque engine can be relatively easily plugged in >between the sound engine and the game specific GUI but a feature like >autoaim or multiple difficulty levels ties deep into the game core and >it's incredibly hard to generalize that into a component without >resulting into a spaghetti of unwanted dependencies. > >cheers Eelke I agree that our tackling the closed captioning system for Torque is going to give us a good first crack at things (The DonationCoder contest gave us access to the Garage Guys a few months before GDC so I could set up the meetings with them at GDC to get things going. BTW -- has everyone who needs a Torque GE or associated account gotten one? I put in a few requests that I haven't heard back about (from Josh or the people waiting) so I'm not sure if we're still in a bit of a backlog or not. If so, I'll ping him again about it. And if there are others who want one to work on the Torque [cc] project, let me know and sign up for a user account at GarageGames and then email me that account login. So just to check in -- what is the status currently of the [cc]? If there's anything we can demo at GDC, we definitely should but I want to take the direction from those of you working on the project and not put in a proposal with deadlines that can't be met! I think we had a few zig zags with direction so Eelke started something and I know Reid may have also started something so we all need to get that merged together as a project group just so we don't reinvent each other's wheels! :D So Eelke, Reid (anyone else?) I know are in the thicke of the Torque [cc] stuff -- so I'll yield the floor (hmm...what's the "floor" on the internet?) to you guys to let me know what I and others can do to push things along, set up online meetings or phone conferences with Josh, etc So fill me in :) Michelle ....................................... these are mediocre times and people are losing hope. it's hard for many people to believe that there are extraordinary things inside themselves, as well as others. i hope you can keep an open mind. -- "unbreakable" ....................................... From hinn at uiuc.edu Mon Jun 4 22:30:32 2007 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Mon, 4 Jun 2007 21:30:32 -0500 (CDT) Subject: [games_access] Michelle's Health: A Monthly Status Report Message-ID: <20070604213032.AQP02231@expms2.cites.uiuc.edu> Hey everyone, Just to quickly ping you all about what's currently going on with my FAB autoimmune wonkiness. I think you all know that I have kidney stones (I don't know what I was doing in February when this all started but I think "working too much and not delegating when I needed to and, oh, not drinking enough water" pretty much is the best explanation I've got for that! So...they are getting better (they used some lasers to implode them...who said that viewing a med procedure as a cool new video game was wrong? ;) Then I'm on a clinical trial for something else which is making my short term memory not the best at the moment (amongst other things no one wants to hear about!!). So PLEASE bug me if you are waiting on something and I'll try to get to that as quickly as I can. I appreciate everyone's patience and understanding! My body seems to be trying to take me down one step at a time! It's weird, maybe, but I've come to view the SIG as my one group that keeps me going. I know...overattachment maybe but it's nice to see all the discussion and cool stuff going on at the moment!! Progress!!! :) Michelle ....................................... these are mediocre times and people are losing hope. it's hard for many people to believe that there are extraordinary things inside themselves, as well as others. i hope you can keep an open mind. -- "unbreakable" ....................................... From bsawyer at dmill.com Tue Jun 5 08:42:09 2007 From: bsawyer at dmill.com (Ben Sawyer) Date: Tue, 5 Jun 2007 08:42:09 -0400 Subject: [games_access] Personas, etc. but what is really needed... In-Reply-To: <20070604212148.AQP01749@expms2.cites.uiuc.edu> References: <20070604212148.AQP01749@expms2.cites.uiuc.edu> Message-ID: <9C4DBCFE-41EC-4925-9A91-F8CFE0BACCFA@dmill.com> I don't know if I agree with Eelke's assessment in general- I still think with a lot of hard work there is a way to abstract a decent bundle of code that can plug in to many different engines and rendering pipelines to create a beachhead here. Explain to me how color blindness issues can't be encapsulated into a fairly basic piece of code that can be linked in by any number of the engine codebases or a generic DirectX/OpenGL/SDL pipeline to deal with that - offering a simple XML base settings file that then could be written to with whatever interface the developer wants to use. I think when you start making excuses for programmers you start shooting yourself in the foot. If it were easy then maybe someone would have done it by now but that doesn't mean it can't be done. Sure autoaim or changes to gameplay might create problems to replicate but I'd not go there yet to start. What is a list of accessibility features that could be encapsulated easily across many platforms/engines/etc. Color Blindness seems easiest - maybe closed captioning but what else? - Ben On Jun 4, 2007, at 10:21 PM, wrote: >>> One of the things that I think would get developers moving a bit >>> more >>> and really possibly improve progress and pressure on developers >>> is if >>> there was a universal SDK and set of standard libraries that >>> could be >>> linked in to any game where the result of XX programmer weeks would >>> result in a game that has far more accessibility. >> >> That would be nice unfortunately game developers use a plethora of >> game engines. Accessibility features tie directly into the core of >> the >> game engine. Only something like closed captioning that we currently >> build for the torque engine can be relatively easily plugged in >> between the sound engine and the game specific GUI but a feature like >> autoaim or multiple difficulty levels ties deep into the game core >> and >> it's incredibly hard to generalize that into a component without >> resulting into a spaghetti of unwanted dependencies. >> >> cheers Eelke > > I agree that our tackling the closed captioning system for Torque > is going to give us a good first crack at things (The DonationCoder > contest gave us access to the Garage Guys a few months before GDC > so I could set up the meetings with them at GDC to get things going. > > BTW -- has everyone who needs a Torque GE or associated account > gotten one? I put in a few requests that I haven't heard back about > (from Josh or the people waiting) so I'm not sure if we're still in > a bit of a backlog or not. If so, I'll ping him again about it. And > if there are others who want one to work on the Torque [cc] > project, let me know and sign up for a user account at GarageGames > and then email me that account login. > > So just to check in -- what is the status currently of the [cc]? If > there's anything we can demo at GDC, we definitely should but I > want to take the direction from those of you working on the project > and not put in a proposal with deadlines that can't be met! I think > we had a few zig zags with direction so Eelke started something and > I know Reid may have also started something so we all need to get > that merged together as a project group just so we don't reinvent > each other's wheels! :D > > So Eelke, Reid (anyone else?) I know are in the thicke of the > Torque [cc] stuff -- so I'll yield the floor (hmm...what's the > "floor" on the internet?) to you guys to let me know what I and > others can do to push things along, set up online meetings or phone > conferences with Josh, etc > > So fill me in :) > > Michelle > ....................................... > these are mediocre times and people are > losing hope. it's hard for many people > to believe that there are extraordinary > things inside themselves, as well as > others. i hope you can keep an open > mind. > -- "unbreakable" > ....................................... > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From cataclysmicknight at gmail.com Tue Jun 5 11:54:00 2007 From: cataclysmicknight at gmail.com (Charles Jackson) Date: Tue, 5 Jun 2007 11:54:00 -0400 Subject: [games_access] Michelle's Health: A Monthly Status Report In-Reply-To: <20070604213032.AQP02231@expms2.cites.uiuc.edu> References: <20070604213032.AQP02231@expms2.cites.uiuc.edu> Message-ID: Yep yep! While I know it's nothing like something as serious as kidney stones and all the junk they need to do to your system, the day I rolled one of our delivery trucks down a hill was frightening, and the biggest piece of advice for it, along with everything I've ever done since (including getting back in those trucks!) is to just remember that you can handle whatever gets thrown at you, and that your spirit is a lot stronger than you think you are, no matter how strong you may thing you are. Confidence and hope do a LOT of good for getting through anything! -- Crush the Critters: a Whack-a-Mole adventure for your feet! The Game's Home Page: http://www.hedonismgames.com On the Great Games Experiment: http://www.greatgamesexperiment.com/game/crushthecritters/ From lynnvm at carolina.rr.com Tue Jun 5 17:57:18 2007 From: lynnvm at carolina.rr.com (Lynn Marentette) Date: Tue, 5 Jun 2007 17:57:18 -0400 Subject: [games_access] Hope you feel better, Michelle! Message-ID: <002301c7a7bc$7c685110$6601a8c0@HOME> Michelle, I hope you feel better soon. About 18 months ago, I went on a wild goose chase to different doctors, nothing serious, but very time consuming and exasperating. Not fun. Lynn TechPsych Interactive Multimedia Technology -------------- next part -------------- An HTML attachment was scrubbed... URL: From eelke.folmer at gmail.com Tue Jun 5 18:07:47 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Tue, 5 Jun 2007 15:07:47 -0700 Subject: [games_access] Michelle's Health: A Monthly Status Report In-Reply-To: <20070604213032.AQP02231@expms2.cites.uiuc.edu> References: <20070604213032.AQP02231@expms2.cites.uiuc.edu> Message-ID: <836db6300706051507m6b5ac39fk200c7dddad8b887@mail.gmail.com> Hi Michelle, I hope you get better soon. Hang in there girl! cheers Eelke On 6/4/07, hinn at uiuc.edu wrote: > Hey everyone, > > Just to quickly ping you all about what's currently going on with my FAB autoimmune wonkiness. I think you all know that I have kidney stones (I don't know what I was doing in February when this all started but I think "working too much and not delegating when I needed to and, oh, not drinking enough water" pretty much is the best explanation I've got for that! So...they are getting better (they used some lasers to implode them...who said that viewing a med procedure as a cool new video game was wrong? ;) > > Then I'm on a clinical trial for something else which is making my short term memory not the best at the moment (amongst other things no one wants to hear about!!). So PLEASE bug me if you are waiting on something and I'll try to get to that as quickly as I can. > > I appreciate everyone's patience and understanding! My body seems to be trying to take me down one step at a time! It's weird, maybe, but I've come to view the SIG as my one group that keeps me going. I know...overattachment maybe but it's nice to see all the discussion and cool stuff going on at the moment!! > > Progress!!! :) > > Michelle > ....................................... > these are mediocre times and people are > losing hope. it's hard for many people > to believe that there are extraordinary > things inside themselves, as well as > others. i hope you can keep an open > mind. > -- "unbreakable" > ....................................... > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From eelke.folmer at gmail.com Tue Jun 5 18:35:19 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Tue, 5 Jun 2007 15:35:19 -0700 Subject: [games_access] epilepsy and gaming Message-ID: <836db6300706051535k3c000889l4d19145ade8bf4eb@mail.gmail.com> Hi, After the "virtual" lawsuit against Secondlife for not being accessible a few months ago I found another one (which is actually even older) http://www.kotaku.com/gaming/james-sokolove/ which deals with epilepsy. Maybe we can include epilepsy also as a disability in our research. Its funny I see so many games with epilepsy warnings but I've never considered it to be a disability. (cognitive? or perhaps visual since they're triggered throught visual stimuli) Anyone have an idea for this? I wonder what kind of guidelines game developers have to follow to prevent people getting epileptic seizures? 50 million people worldwide suffer from epilepsy. Maybe game developers can offer an epilepsy safe mode which disables stroboscopic light effects in their games. (though only 5% of the people with epilepsy are affected by strobe lights, according to wikipedia) Anyway Jim sokolove seems to be the guy behind the lawsuit, maybe we can hook up with him. http://www.jimsokolove.com/other/video-games/index.aspx does anyone know any studies dealing with this? cheers Eelke -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From bsawyer at dmill.com Tue Jun 5 19:02:21 2007 From: bsawyer at dmill.com (Ben Sawyer) Date: Tue, 5 Jun 2007 19:02:21 -0400 Subject: [games_access] epilepsy and gaming In-Reply-To: <836db6300706051535k3c000889l4d19145ade8bf4eb@mail.gmail.com> References: <836db6300706051535k3c000889l4d19145ade8bf4eb@mail.gmail.com> Message-ID: This is interesting to think about but I would worry about hooking up with lawyers suing the industry. Not that it shouldn't be a right to do but diplomatically this might cause a stir. On Jun 5, 2007, at 6:35 PM, Eelke Folmer wrote: > Hi, > > After the "virtual" lawsuit against Secondlife for not being > accessible a few months ago I found another one (which is actually > even older) http://www.kotaku.com/gaming/james-sokolove/ which deals > with epilepsy. Maybe we can include epilepsy also as a disability in > our research. Its funny I see so many games with epilepsy warnings but > I've never considered it to be a disability. (cognitive? or perhaps > visual since they're triggered throught visual stimuli) Anyone have an > idea for this? > > I wonder what kind of guidelines game developers have to follow to > prevent people getting epileptic seizures? 50 million people worldwide > suffer from epilepsy. Maybe game developers can offer an epilepsy safe > mode which disables stroboscopic light effects in their games. (though > only 5% of the people with epilepsy are affected by strobe lights, > according to wikipedia) > > Anyway Jim sokolove seems to be the guy behind the lawsuit, maybe we > can hook up with him. > http://www.jimsokolove.com/other/video-games/index.aspx > > does anyone know any studies dealing with this? > > cheers Eelke > > > -- > ---------------------------------------------------------------------- > ------ > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------- > ------ > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From eelke.folmer at gmail.com Tue Jun 5 19:10:23 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Tue, 5 Jun 2007 16:10:23 -0700 Subject: [games_access] Thinking about GDC 08's competition In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <00a201c7a2f1$b93959b0$6501a8c0@Inspiron> <0e5e01c7a351$09347620$0302a8c0@OneSwitch> Message-ID: <836db6300706051610t35a93f21x7c1ce557fa619c88@mail.gmail.com> Hi, I think we as the IGDA/GA SIG should consider organizing a small accessibility contest in the fall on gamedev or some other sites or our own and report the results in the experimental game play workshop of jonathan blow. (There were like 800 people attending that one this year). 20 minutes in workshop showing some accessible games that the contestants came up with can give us more exposure than organizing our own contest. Besides most of the "big" game designers like falstein/adams where already there this year and I don't see them wanting to do it again... unless you can book will wright I don't think people are eager to come see us. Especially from an effort/result point of view I see this as a much better and feasable option (There's plenty of indie game developers that want 2 minute exposure of their cool blind/deaf/physical disabled games) and we just report upon those in the workshop (basically showing 2 minute shots of each game). What do you think? they have the numbers, and accessibility is kind of a "experimental" gameplay. E.g. I'd like to compare it to the dogma movement in film (which basically puts severe restrictions on what you can show & how you make your movie (e.g. no special effects), essentially forcing game developers to be creative. Same with accessibility. Design a game that only uses 2 buttons and one analog stick (so robert can play it with his quad control) game developers really have to be creative to make up for the lack of having 20 buttons less. Lets get in touch with jonathan blow and see if he's interested? Cheers Eelke On 5/31/07, d. michelle hinn wrote: > Hey guys, > > So I'm working on next year's design challenge for GDC and I'm taking > the advise of the competitors from 07 into consideration: > > * Keep it to one hour > * No judges at all -- if judges have questions about why they felt > that way...I'll email you off-list > * Include accessibility "extra info" between the contestants or do it > all up front > * NO VIDEOS unless they are realllllllllly good and reallllllllllly > short (we left people in the dark with our video as fun as it was to > make it wasn't nearly as hilarious in real life) :) > * Keep things more serious without being boring > * Ax the "reality show" idea > * Cut down the number of contestants to 3 > > So right now I'm talking to people who might be involved -- Raph > Koster (wrote "theory of fun") is interested in either being a > contestant or being "mini" presenter on the challenges of > accessibility and fun (those of you at GDC 07 probably remember that > we were up against him so maybe if we get everyone famous somehow > involved...hehe) and then Will Wright, Dave Perry and Keita Takahashi > who said they were interested for 08 -- I'm imagining all will not > say "yes." Raph is really interested in being involved in some > manner. I'd like for them to be involved during even the early stages > so that we can present a coherent show. So I'd to have the spirit of > being a publisher with many competing design studios and only one > will get the "go" in a "go/no go" audience vote (this was Noah's > suggestion). So the contestants would have "checking in" meetings > with us as they go (to prevent "non-game presentations...we had a > few") and such. And I'm imagining that all contestants would have > "accessibility mentors" assigned to them from the SIG to make things > even more challenging and fun for all of us and get us all involved. > > So this isn't THE proposal...I'm just still riffing on some ideas. So > YOUR opinion counts so please do give it! None of last year's > contestants said that we should drop the whole idea -- but instead > change it and do it in a way that seems much more put together. > > So let's go! Let's think about our cool street cred session that > might get people in the door for an hour and then get them to come to > the expo for more! Let's think about how we can have the coolest, yet > non-hospital inducing sessions to raise the roof!!!! > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From malkyne at gmail.com Tue Jun 5 19:12:47 2007 From: malkyne at gmail.com (Tess Snider) Date: Tue, 5 Jun 2007 18:12:47 -0500 Subject: [games_access] epilepsy and gaming In-Reply-To: <836db6300706051535k3c000889l4d19145ade8bf4eb@mail.gmail.com> References: <836db6300706051535k3c000889l4d19145ade8bf4eb@mail.gmail.com> Message-ID: On 6/5/07, Eelke Folmer wrote: > I wonder what kind of guidelines game developers have to follow to > prevent people getting epileptic seizures? 50 million people worldwide > suffer from epilepsy. Maybe game developers can offer an epilepsy safe > mode which disables stroboscopic light effects in their games. (though > only 5% of the people with epilepsy are affected by strobe lights, > according to wikipedia) Traditional light-gun games use an old technique which requires strobing the screen rapidly, for them to work at all. These are potentially highly unsafe for strobe-sensitive players, and can't really be made safe. However, I expect that the Wii -- and some other recent hardware developments -- will probably render this entire method obsolete, eventually. Many games have epilepsy warnings, just to be on the safe side (especially after the Pokemon debacle in Japan). If frame rates are running smoothly enough, modern games should only be dangerous if there's a deliberate strobing effect (say, lightning, for example), but it can be hard to predict how the game might respond to every possible thing a player might do with it (say, casting a bright spell over and over really fast, or banging up against a collision volume repeatedly), so it's safer, from a legal perspective, to put the warning on everything. A sufficiently jerky, unresponsive, low-framerate, or otherwise non-smooth game experience can make even a non-epileptic get pretty darn sick. (We used to call this "VR Sickness" when I worked in telerobotics.) I, myself, have been known to feel ill from low ceilings, undulating cameras, and bad collision jitter. Back in the days before camera-bob became optional, Doom was practically synonymous with *BLOORCH* for some people. I'm feeling green just thinking about it! Tess From eelke.folmer at gmail.com Tue Jun 5 19:13:41 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Tue, 5 Jun 2007 16:13:41 -0700 Subject: [games_access] Fwd: Personas, etc. but what is really needed... In-Reply-To: <836db6300706051557p38876468xebbc84bc8be15be2@mail.gmail.com> References: <20070604212148.AQP01749@expms2.cites.uiuc.edu> <9C4DBCFE-41EC-4925-9A91-F8CFE0BACCFA@dmill.com> <836db6300706051557p38876468xebbc84bc8be15be2@mail.gmail.com> Message-ID: <836db6300706051613u447086d8jb8e4e41a59cd6634@mail.gmail.com> Hi, Hey are there different people working on CC for torque? Mabye we can join up? I can share my experiences so far. My student started out yesterday and today he already showed some basic captioning for the FPS. Basically a widget in the UI that just lists the name of the soundfile currently being played (everything is implemented in torquescript so far, no engine hacks necessary yet). Implementing it actually is way easier than we thought. Here's some problems though: 1) minimizing cognitive load, e.g. if a same soundfile is repeated it kind of becomes annoying to list it repeatadly so you basically only want to display a unique sound once (thats actually how its done in halflife 2). Another issue: multilanguages. Captions can be different for each language so we are actually considering wrapping the audio files in an XML container and provide captions for each language/ or have a multilanguage caption file. I'll send out a link to a downloadable demo by the end of the week for those who are interested. (ow yeah we're creating a script that works for the race game as well as for the fps). Ben: color blindness, that's incredibly hard, I don't even think you will be able to write code for that. Checking for particular color schemes (lets say red on green) can be anywhere in the game e.g. on game objects / textures. Interaction between objects, Light effects & shading & blending can lead to non desirable color schemes. There's no way you can possibly identify that upfront. The only way I can imagine to deal with it would be to make artist aware to use non colourblind colour schemes. So if you look at the game industry you see that game developers use a plethora of components. If we consider accessibility to be a "feature" of games its kind of similar to something like physics or AI, since accessibility features tie deep into the game engine core (Even something simple as colourblindness, see my example above (how to you detect a green on red texture on a game object). Well try to incorporate a well known physics library like havok into any particular engine X and you will soon find out that's incredibly hard. Game components are not designed for flexibility. Most game designs as a result end up to be a spaghetti of dependencies (www.eelke.com/publications/CBSE.pdf here's a paper that I wrote about component based game development which I will present at CBSE in july which describes some of the problems). CC is simple to create as a component since it only affects the UI and the sound component but most other accessibility features in my opinion tie deep into the game core. What I can imagine is providign some kind of boiler plate or template solution that developers can look at when implementing an accessibility feature. cheers Eelke On 6/5/07, Ben Sawyer wrote: > I don't know if I agree with Eelke's assessment in general- I still > think with a lot of hard work there is a way to abstract a decent > bundle of code that can plug in to many different engines and > rendering pipelines to create a beachhead here. > > Explain to me how color blindness issues can't be encapsulated into a > fairly basic piece of code that can be linked in by any number of the > engine codebases or a generic DirectX/OpenGL/SDL pipeline to deal > with that - offering a simple XML base settings file that then could > be written to with whatever interface the developer wants to use. > > I think when you start making excuses for programmers you start > shooting yourself in the foot. If it were easy then maybe someone > would have done it by now but that doesn't mean it can't be done. > > Sure autoaim or changes to gameplay might create problems to > replicate but I'd not go there yet to start. > > What is a list of accessibility features that could be encapsulated > easily across many platforms/engines/etc. > > Color Blindness seems easiest - maybe closed captioning but what else? > > - Ben > > On Jun 4, 2007, at 10:21 PM, wrote: > > >>> One of the things that I think would get developers moving a bit > >>> more > >>> and really possibly improve progress and pressure on developers > >>> is if > >>> there was a universal SDK and set of standard libraries that > >>> could be > >>> linked in to any game where the result of XX programmer weeks would > >>> result in a game that has far more accessibility. > >> > >> That would be nice unfortunately game developers use a plethora of > >> game engines. Accessibility features tie directly into the core of > >> the > >> game engine. Only something like closed captioning that we currently > >> build for the torque engine can be relatively easily plugged in > >> between the sound engine and the game specific GUI but a feature like > >> autoaim or multiple difficulty levels ties deep into the game core > >> and > >> it's incredibly hard to generalize that into a component without > >> resulting into a spaghetti of unwanted dependencies. > >> > >> cheers Eelke > > > > I agree that our tackling the closed captioning system for Torque > > is going to give us a good first crack at things (The DonationCoder > > contest gave us access to the Garage Guys a few months before GDC > > so I could set up the meetings with them at GDC to get things going. > > > > BTW -- has everyone who needs a Torque GE or associated account > > gotten one? I put in a few requests that I haven't heard back about > > (from Josh or the people waiting) so I'm not sure if we're still in > > a bit of a backlog or not. If so, I'll ping him again about it. And > > if there are others who want one to work on the Torque [cc] > > project, let me know and sign up for a user account at GarageGames > > and then email me that account login. > > > > So just to check in -- what is the status currently of the [cc]? If > > there's anything we can demo at GDC, we definitely should but I > > want to take the direction from those of you working on the project > > and not put in a proposal with deadlines that can't be met! I think > > we had a few zig zags with direction so Eelke started something and > > I know Reid may have also started something so we all need to get > > that merged together as a project group just so we don't reinvent > > each other's wheels! :D > > > > So Eelke, Reid (anyone else?) I know are in the thicke of the > > Torque [cc] stuff -- so I'll yield the floor (hmm...what's the > > "floor" on the internet?) to you guys to let me know what I and > > others can do to push things along, set up online meetings or phone > > conferences with Josh, etc > > > > So fill me in :) > > > > Michelle > > ....................................... > > these are mediocre times and people are > > losing hope. it's hard for many people > > to believe that there are extraordinary > > things inside themselves, as well as > > others. i hope you can keep an open > > mind. > > -- "unbreakable" > > ....................................... > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From bsawyer at dmill.com Tue Jun 5 19:27:31 2007 From: bsawyer at dmill.com (Ben Sawyer) Date: Tue, 5 Jun 2007 19:27:31 -0400 Subject: [games_access] Fwd: Personas, etc. but what is really needed... In-Reply-To: <836db6300706051613u447086d8jb8e4e41a59cd6634@mail.gmail.com> References: <20070604212148.AQP01749@expms2.cites.uiuc.edu> <9C4DBCFE-41EC-4925-9A91-F8CFE0BACCFA@dmill.com> <836db6300706051557p38876468xebbc84bc8be15be2@mail.gmail.com> <836db6300706051613u447086d8jb8e4e41a59cd6634@mail.gmail.com> Message-ID: > Has anyone developed an algorithm that can scan the last draw of a > frame and switch colors based on looking at what's near it to > improve it? I think also that there has been some basic work for > improving distinct items such as interface elements. There > certainly seems to me to still be a possible algorithmic way to > improve this where you'd provide a pointer to the final rendering > at the framebuffer and then run a passover it and output to the > screen (UI not withstanding which you would do otherwise). > > Ben: color blindness, that's incredibly hard, I don't even think you > will be able to write code for that. Checking for particular color > schemes (lets say red on green) can be anywhere in the game e.g. on > game objects / textures. Interaction between objects, Light effects & > shading & blending can lead to non desirable color schemes. There's no > way you can possibly identify that upfront. The only way I can imagine > to deal with it would be to make artist aware to use non colourblind > colour schemes. From eelke.folmer at gmail.com Tue Jun 5 19:34:19 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Tue, 5 Jun 2007 16:34:19 -0700 Subject: [games_access] epilepsy and gaming In-Reply-To: References: <836db6300706051535k3c000889l4d19145ade8bf4eb@mail.gmail.com> Message-ID: <836db6300706051634j2f60fc95ld498bf309e18f070@mail.gmail.com> Hi, but technically it is possible to measure the change in luminancy for each pixel and when this exceeds a certain treshold you are entering "epilepsy" zone. Not necesarily going from 0 to 1 is dangerous but doing this multiple times back and forth is. You would be talking about measuring the 2nd derivative of the value of the pixel and store that into an additional framebuffer. When a series of adjacant pixels exceeds a particular treshold you detected a flickering scene. http://www.blackwell-synergy.com/doi/pdf/10.1046/j.1440-1819.2000.00770.x?cookieSet=1 Here's a paper that talks about a plastic filter which you put on top of your tv screen, but I think its possibly to do it in software and make it available as a gui component. You can offer a game option called epilepsy filter on which blanks the screen for a few seconds as soon as a flicker sequence is detected. Not very usable or playable. Cheers Eelke On 6/5/07, Tess Snider wrote: > On 6/5/07, Eelke Folmer wrote: > > I wonder what kind of guidelines game developers have to follow to > > prevent people getting epileptic seizures? 50 million people worldwide > > suffer from epilepsy. Maybe game developers can offer an epilepsy safe > > mode which disables stroboscopic light effects in their games. (though > > only 5% of the people with epilepsy are affected by strobe lights, > > according to wikipedia) > > Traditional light-gun games use an old technique which requires > strobing the screen rapidly, for them to work at all. These are > potentially highly unsafe for strobe-sensitive players, and can't > really be made safe. However, I expect that the Wii -- and some other > recent hardware developments -- will probably render this entire > method obsolete, eventually. > > Many games have epilepsy warnings, just to be on the safe side > (especially after the Pokemon debacle in Japan). If frame rates are > running smoothly enough, modern games should only be dangerous if > there's a deliberate strobing effect (say, lightning, for example), > but it can be hard to predict how the game might respond to every > possible thing a player might do with it (say, casting a bright spell > over and over really fast, or banging up against a collision volume > repeatedly), so it's safer, from a legal perspective, to put the > warning on everything. > > A sufficiently jerky, unresponsive, low-framerate, or otherwise > non-smooth game experience can make even a non-epileptic get pretty > darn sick. (We used to call this "VR Sickness" when I worked in > telerobotics.) I, myself, have been known to feel ill from low > ceilings, undulating cameras, and bad collision jitter. Back in the > days before camera-bob became optional, Doom was practically > synonymous with *BLOORCH* for some people. > > I'm feeling green just thinking about it! > > Tess > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From reid at rbkdesign.com Tue Jun 5 20:18:19 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Tue, 5 Jun 2007 17:18:19 -0700 Subject: [games_access] Fwd: Personas, etc. but what is really needed... In-Reply-To: References: <20070604212148.AQP01749@expms2.cites.uiuc.edu> <9C4DBCFE-41EC-4925-9A91-F8CFE0BACCFA@dmill.com> <836db6300706051557p38876468xebbc84bc8be15be2@mail.gmail.com> <836db6300706051613u447086d8jb8e4e41a59cd6634@mail.gmail.com> Message-ID: Eelke, I don't see making an accessibility option for colorblind to be difficult. There are two areas where this can be applied, Game UI and Game Space. Game UI is of course the UI, like menus and HUD elements. Game Space includes all the players, NPCs, gameplay objects, environment and so on. I've usually thought of colorblindness only being affected by Game UI, but you do bring up a good point about Game Space elements causing problems. Here's a couple ideas to help with Game Space color problems. Colors as we all know are used to convey information, such as red = something bad and green = something good, most times. What developers need to do is layer different forms of communicating this information to not only use color, but also form. Even if a player can't see the difference between red and green, the shape should make up for that. Another option is screen wide render changes, it may be possible to some color analysis as Ben suggests, but if not, why not choose a "high contrast" mode which changes how the game renders all the graphics. 3D engines for big budget games usually have a way to render the screen differently, like a black and white mode or with a blue tint. There could be a colorblindness mode that renders everything in a better way. -Reid On 6/5/07, Ben Sawyer wrote: > > Has anyone developed an algorithm that can scan the last draw of a > > frame and switch colors based on looking at what's near it to > > improve it? I think also that there has been some basic work for > > improving distinct items such as interface elements. There > > certainly seems to me to still be a possible algorithmic way to > > improve this where you'd provide a pointer to the final rendering > > at the framebuffer and then run a passover it and output to the > > screen (UI not withstanding which you would do otherwise). > > > > Ben: color blindness, that's incredibly hard, I don't even think you > > will be able to write code for that. Checking for particular color > > schemes (lets say red on green) can be anywhere in the game e.g. on > > game objects / textures. Interaction between objects, Light effects & > > shading & blending can lead to non desirable color schemes. There's no > > way you can possibly identify that upfront. The only way I can imagine > > to deal with it would be to make artist aware to use non colourblind > > colour schemes. > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From eelke.folmer at gmail.com Tue Jun 5 23:11:36 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Tue, 5 Jun 2007 20:11:36 -0700 Subject: [games_access] Fwd: Personas, etc. but what is really needed... In-Reply-To: References: <20070604212148.AQP01749@expms2.cites.uiuc.edu> <9C4DBCFE-41EC-4925-9A91-F8CFE0BACCFA@dmill.com> <836db6300706051557p38876468xebbc84bc8be15be2@mail.gmail.com> <836db6300706051613u447086d8jb8e4e41a59cd6634@mail.gmail.com> Message-ID: <836db6300706052011v43fb3db4ne6588dd94c09a89e@mail.gmail.com> Hi Ben/Reid, the simplest way to do it would be just to look into the framebuffer and do it on the OS level. check out this program. It just runs in windows http://www.ryobi-sol.co.jp/visolve/en/ cheers Eelke On 6/5/07, Reid Kimball wrote: > Eelke, > > I don't see making an accessibility option for colorblind to be > difficult. There are two areas where this can be applied, Game UI and > Game Space. Game UI is of course the UI, like menus and HUD elements. > Game Space includes all the players, NPCs, gameplay objects, > environment and so on. I've usually thought of colorblindness only > being affected by Game UI, but you do bring up a good point about Game > Space elements causing problems. > > Here's a couple ideas to help with Game Space color problems. Colors > as we all know are used to convey information, such as red = something > bad and green = something good, most times. What developers need to do > is layer different forms of communicating this information to not only > use color, but also form. Even if a player can't see the difference > between red and green, the shape should make up for that. > > Another option is screen wide render changes, it may be possible to > some color analysis as Ben suggests, but if not, why not choose a > "high contrast" mode which changes how the game renders all the > graphics. 3D engines for big budget games usually have a way to render > the screen differently, like a black and white mode or with a blue > tint. There could be a colorblindness mode that renders everything in > a better way. > > -Reid > > > On 6/5/07, Ben Sawyer wrote: > > > Has anyone developed an algorithm that can scan the last draw of a > > > frame and switch colors based on looking at what's near it to > > > improve it? I think also that there has been some basic work for > > > improving distinct items such as interface elements. There > > > certainly seems to me to still be a possible algorithmic way to > > > improve this where you'd provide a pointer to the final rendering > > > at the framebuffer and then run a passover it and output to the > > > screen (UI not withstanding which you would do otherwise). > > > > > > Ben: color blindness, that's incredibly hard, I don't even think you > > > will be able to write code for that. Checking for particular color > > > schemes (lets say red on green) can be anywhere in the game e.g. on > > > game objects / textures. Interaction between objects, Light effects & > > > shading & blending can lead to non desirable color schemes. There's no > > > way you can possibly identify that upfront. The only way I can imagine > > > to deal with it would be to make artist aware to use non colourblind > > > colour schemes. > > > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From barrie.ellis at oneswitch.org.uk Fri Jun 8 04:48:22 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 8 Jun 2007 09:48:22 +0100 Subject: [games_access] Thinking about GDC 08's competition References: <006501c7995f$f62289f0$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><00a201c7a2f1$b93959b0$6501a8c0@Inspiron><0e5e01c7a351$09347620$0302a8c0@OneSwitch> <836db6300706051610t35a93f21x7c1ce557fa619c88@mail.gmail.com> Message-ID: <003801c7a9a9$c56f2070$0202a8c0@OneSwitch> Like the Dogma idea... Restrictions do tend to encourage creativity, I belive that too. Why not make the game limits analogue stick/mouse only? Would work for head-tracker/white-board/touch screen/etc.etc. users too then. Barrie ----- Original Message ----- From: "Eelke Folmer" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, June 06, 2007 12:10 AM Subject: Re: [games_access] Thinking about GDC 08's competition > Hi, > > I think we as the IGDA/GA SIG should consider organizing a small > accessibility contest in the fall on gamedev or some other sites or > our own and report the results in the experimental game play workshop > of jonathan blow. (There were like 800 people attending that one this > year). 20 minutes in workshop showing some accessible games that the > contestants came up with can give us more exposure than organizing our > own contest. Besides most of the "big" game designers like > falstein/adams where already there this year and I don't see them > wanting to do it again... unless you can book will wright I don't > think people are eager to come see us. > > Especially from an effort/result point of view I see this as a much > better and feasable option (There's plenty of indie game developers > that want 2 minute exposure of their cool blind/deaf/physical disabled > games) and we just report upon those in the workshop (basically > showing 2 minute shots of each game). > > What do you think? they have the numbers, and accessibility is kind of > a "experimental" gameplay. E.g. I'd like to compare it to the dogma > movement in film (which basically puts severe restrictions on what you > can show & how you make your movie (e.g. no special effects), > essentially forcing game developers to be creative. Same with > accessibility. Design a game that only uses 2 buttons and one analog > stick (so robert can play it with his quad control) game developers > really have to be creative to make up for the lack of having 20 > buttons less. > > Lets get in touch with jonathan blow and see if he's interested? > > Cheers Eelke > > > > > On 5/31/07, d. michelle hinn wrote: >> Hey guys, >> >> So I'm working on next year's design challenge for GDC and I'm taking >> the advise of the competitors from 07 into consideration: >> >> * Keep it to one hour >> * No judges at all -- if judges have questions about why they felt >> that way...I'll email you off-list >> * Include accessibility "extra info" between the contestants or do it >> all up front >> * NO VIDEOS unless they are realllllllllly good and reallllllllllly >> short (we left people in the dark with our video as fun as it was to >> make it wasn't nearly as hilarious in real life) :) >> * Keep things more serious without being boring >> * Ax the "reality show" idea >> * Cut down the number of contestants to 3 >> >> So right now I'm talking to people who might be involved -- Raph >> Koster (wrote "theory of fun") is interested in either being a >> contestant or being "mini" presenter on the challenges of >> accessibility and fun (those of you at GDC 07 probably remember that >> we were up against him so maybe if we get everyone famous somehow >> involved...hehe) and then Will Wright, Dave Perry and Keita Takahashi >> who said they were interested for 08 -- I'm imagining all will not >> say "yes." Raph is really interested in being involved in some >> manner. I'd like for them to be involved during even the early stages >> so that we can present a coherent show. So I'd to have the spirit of >> being a publisher with many competing design studios and only one >> will get the "go" in a "go/no go" audience vote (this was Noah's >> suggestion). So the contestants would have "checking in" meetings >> with us as they go (to prevent "non-game presentations...we had a >> few") and such. And I'm imagining that all contestants would have >> "accessibility mentors" assigned to them from the SIG to make things >> even more challenging and fun for all of us and get us all involved. >> >> So this isn't THE proposal...I'm just still riffing on some ideas. So >> YOUR opinion counts so please do give it! None of last year's >> contestants said that we should drop the whole idea -- but instead >> change it and do it in a way that seems much more put together. >> >> So let's go! Let's think about our cool street cred session that >> might get people in the door for an hour and then get them to come to >> the expo for more! Let's think about how we can have the coolest, yet >> non-hospital inducing sessions to raise the roof!!!! >> >> Michelle >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > > > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From barrie.ellis at oneswitch.org.uk Sat Jun 9 11:51:01 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 9 Jun 2007 16:51:01 +0100 Subject: [games_access] Wii used in Rehab Message-ID: <0b8801c7aaad$fe2a2ef0$0202a8c0@OneSwitch> http://kotaku.com/gaming/get-better/wii-used-in-rehab-263104.php "Boxer Albert Liaw got hit a few too many times. After suffering a stroke and brain injury, 34 year-old Liaw was left in a wheelchair with slowed speech and little movement in his left arm. The Glenrose Rehabilitation Hospital is using the Nintendo Wii to help patients like Liaw recover. Instead of real world rehabilitation like throwing a ball or stretching putty, patients are guided through rounds of Wii Sports with help from therapists. They forget about their pain and simply enjoy playing the games - Sometimes for hours at a time! Virtual reality rehab expert and Rutgers University professor Dr. Griogore Burdea remarks: 'This is pioneering work. ... Bill Gates (of Microsoft) would be wise to sponsor this kind of research.' Snap! There's even talk of having therapists monitoring remotely via Nintendo's online service and presumably using, err, Friend Codes. Heh. Brian Ashcraft" -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Sun Jun 10 16:37:09 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 10 Jun 2007 22:37:09 +0200 Subject: [games_access] fwd: touch screen games References: <014f01c7a3d2$f0205960$6402a8c0@Delletje><019201c7a3db$d75efb80$6402a8c0@Delletje> <000e01c7a3e2$2dc80c90$6402a8c0@Delletje> Message-ID: <003e01c7ab9f$1e8f5c50$6402a8c0@Delletje> Hi Lynn, I recently encountered this critical article on MS Surface, which features a summary of multitouch technology projects when you scroll down: http://www.roughlydrafted.com/RD/RDM.Tech.Q2.07/BE8D0C58-313E-453E-9E8B-D443BE6E1DDE.html Maybe it can help you further? Greets, Richard ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Friday, June 01, 2007 2:16 AM Subject: Re: [games_access] fwd: touch screen games > Oops... didn't look at your blog yet when I posted this ;) > > > ----- Original Message ----- > From: "AudioGames.net" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Friday, June 01, 2007 1:31 AM > Subject: Re: [games_access] fwd: touch screen games > > >> Oh... and one second ago found this one - not a game, but interesting >> indeed: >> >> http://www.microsoft.com/surface/ >> >> >> ----- Original Message ----- >> From: "AudioGames.net" >> To: "IGDA Games Accessibility SIG Mailing List" >> Sent: Friday, June 01, 2007 12:27 AM >> Subject: Re: [games_access] fwd: touch screen games >> >> >>> Hi, >>> >>> (Lynn, you are also on this list, right?) >>> >>> "I'm wondering if you know of anyone that is developing games for use on >>> interactive touch-screens or tables. " >>> >>> The HKU did several projects like that. Here are some of the ones that >>> came into mind first: >>> >>> Apart-Spel: >>> http://www.apart-spel.nl/ >>> http://kmt.hku.nl/~xchange/magazijn03/09_03.html (dutch HKU link) >>> >>> Entertable/Entertaible games (HKU for Philips): >>> http://www.research.philips.com/initiatives/entertaible/index.html >>> http://kmt.hku.nl/~xchange/projecten/projmarkt2006/entertable.html (only >>> page I could find at HKU - only dutch, nothing much) >>> http://gizmodo.com/gadgets/ces/entertaible-lcdbased-board-gaming-from-philips-146788.php >>> (with pics of the HKU game) >>> >>> Verhalentafel ("storytable" - not to be confused with Storytable(c) from >>> The Waag Society): >>> http://kmt.hku.nl/~xchange/projecten/verhalentafel/verhalentafel.html >>> (only dutch) >>> >>> Something like that or... ? >>> >>> Greets, >>> >>> Ries >>> >>> >>> >>> >>> >>> >>> >>> ----- Original Message ----- >>> From: "d. michelle hinn" >>> To: >>> Sent: Thursday, May 31, 2007 11:22 PM >>> Subject: [games_access] fwd: touch screen games >>> >>> >>>> Forwarding from Lynn to the Women in Game Dev list, as I think a few >>>> might have some ideas here too. >>>> >>>> Indeed...America's Army game...I wish they'd involved more >>>> psychologists to help prep for the possibility of PTSD while they >>>> recruited soldiers. I can't even begin to imagine the psychological >>>> toll on some. Part of me wonders if games might not further traumatize >>>> but with the proper psych help it could be used as a desensitization >>>> tool. I just wish we lived in a world where such trauma didn't have to >>>> exist... >>>> >>>> Michelle >>>> >>>>>From: "Lynn Marentette" >>>>>To: >>>>>Date: Thu, 31 May 2007 10:49:25 -0400 >>>>>Organization: lynnmarentette >>>>>Thread-index: Acei9WIbYKpPwCutRL+kLSMCps/DqwAmv4Tg >>>>>Subject: Re: [women_dev] women_dev Digest, Vol 32, Issue 50 >>>>>X-BeenThere: women_dev at igda.org >>>>>Reply-To: lynnvm at carolina.rr.com, >>>>> women in game development forum >>>>> Hi. >>>>> >>>>>I'm wondering if you know of anyone that is developing games for use on >>>>>interactive touch-screens or tables. >>>>>I recently learned about Microsoft Research about "Surface Computing" >>>>>and >>>>>posted a demo from CNET/YouTube on one of my blogs at >>>>>http://interactivemultimediatechnology.blogspot.com. >>>>> >>>>>If you scroll down on my blog, you'll see some video demos of what I >>>>>worked >>>>>on for my projects last semester in my Human-Computer Interaction and >>>>>Ubiquitous Computing classes. The demos are on a wall-mounted touch >>>>>screen, >>>>>since I couldn't get my hands on a touch-table. The applications >>>>>aren't >>>>>games, but could be used as the basis for educational games. Since I'm >>>>>a >>>>>school psychologist, I'd like to develop educational/edutainment games >>>>>for >>>>>interactive surfaces, especially for "at-risk" students and students >>>>>who >>>>>have special needs, including those with autism spectrum disorders. >>>>> >>>>>I also think that therapeutic games designed for interactive >>>>>touch-tables >>>>>would be an effective, relatively inexpensive way to assist young >>>>>people >>>>>coming back from Iraq who have PTSD (Post Traumatic Stress Disorder) >>>>>and >>>>>those who have TBI (Traumatic Brain Injury). >>>>> >>>>>Most of the young people in Iraq were gamers before they enlisted. Some >>>>>were >>>>>hooked into dreams of the military life through games such as >>>>>"America's >>>>>Army". Why not use games to support our troops to help their >>>>>transition >>>>>back home? >>>>> >>>>>Please let me know what you think. >>>>> >>>>>Lynn Marentette >>>>> >>>>>TechPsych >>>>>Interactive Multimedia Technology >>>>> >>>>>-----Original Message----- >>>>>From: women_dev-bounces at igda.org [mailto:women_dev-bounces at igda.org] On >>>>>Behalf Of women_dev-request at igda.org >>>>>Sent: Wednesday, May 30, 2007 4:01 PM >>>>>To: women_dev at igda.org >>>>>Subject: women_dev Digest, Vol 32, Issue 50 >>>>> >>>>>Send women_dev mailing list submissions to >>>>> women_dev at igda.org >>>>> >>>>>To subscribe or unsubscribe via the World Wide Web, visit >>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>>or, via email, send a message with subject or body 'help' to >>>>> women_dev-request at igda.org >>>>> >>>>>You can reach the person managing the list at >>>>> women_dev-owner at igda.org >>>>> >>>>>When replying, please edit your Subject line so it is more specific >>>>>than >>>>>"Re: Contents of women_dev digest..." >>>>> >>>>> >>>>>Daily digest of the Women in Game Development mailing list. >>>>> >>>>> >>>>>Digest mode is sent once a day, or when a 50kb size is reached. If you >>>>>wish >>>>>to subscribe to the list in regular mode, visit >>>>>http://seven.pairlist.net/mailman/listinfo/women_dev to change your >>>>>subscription options. >>>>> >>>>>Today's Topics: >>>>> >>>>> 1. Has anyone seen this? (Tamir Nadav) >>>>> 2. Re: Has anyone seen this? (Glyn Heatley) >>>>> 3. Re: Has anyone seen this? (Jane Pinckard) >>>>> 4. Re: Has anyone seen this? (Nancy Berman) >>>>> 5. Re: Has anyone seen this? (Glyn Heatley) >>>>> 6. Re: Has anyone seen this? (Daisy Pilbrow) >>>>> 7. Sexy64 - Male Gamer group (Theresa) >>>>> 8. Re: Sexy64 - Male Gamer group (Nancy Berman) >>>>> 9. Re: Sexy64 - Male Gamer group (Aery) >>>>> 10. Re: Sexy64 - Male Gamer group (Danielle Vanderlip) >>>>> 11. Re: Sexy64 - Male Gamer group (Aery) >>>>> 12. Re: Sexy64 - Male Gamer group (wendeth at wendydespain.com) >>>>> >>>>> >>>>>---------------------------------------------------------------------- >>>>> >>>>>Message: 1 >>>>>Date: Wed, 30 May 2007 10:27:30 -0500 (Central Daylight Time) >>>>>From: Tamir Nadav >>>>>Subject: [women_dev] Has anyone seen this? >>>>>To: "women in game development forum" >>>>>Message-ID: <465D97E2.000025.00516 at BARAD-DUR> >>>>>Content-Type: Text/Plain; charset="iso-8859-1" >>>>> >>>>>http://www.codemasters.com/dirtydancing/ >>>>> >>>>> >>>>> >>>>>It just seems... odd... I don't know what to think about it. >>>>> >>>>> >>>>> >>>>>---------- >>>>> >>>>>The Aquatic Jew... for JUSTICE! >>>>> >>>>> >>>>> >>>>>- Tamir Nadav >>>>> >>>>>The Aquatic Jew >>>>> >>>>>619.985.1054 >>>>> >>>>>Tamir.Nadav at gmail.com >>>>> >>>>> >>>>> >>>>> >>>>>------------------------------ >>>>> >>>>>Message: 2 >>>>>Date: Wed, 30 May 2007 11:33:35 -0400 >>>>>From: "Glyn Heatley" >>>>>Subject: Re: [women_dev] Has anyone seen this? >>>>>To: "women in game development forum" >>>>>Message-ID: >>>>> <871e1ded0705300833p702698c7yc9b9c7ea857378ea at mail.gmail.com> >>>>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>>>> >>>>>In Canada at least they are milking this IP for all it is worth. I >>>>>think >>>>>that it is a 20th anniversary or something, but I keep seeing DVD >>>>>releases, >>>>>etc on TV. >>>>> >>>>>On 5/30/07, Tamir Nadav wrote: >>>>>> >>>>>> http://www.codemasters.com/dirtydancing/ >>>>>> >>>>>> >>>>>> >>>>>> It just seems... odd... I don't know what to think about it. >>>>>> >>>>>> >>>>>> >>>>>> ---------- >>>>>> >>>>>> The Aquatic Jew... for JUSTICE! >>>>>> >>>>>> >>>>>> >>>>>> - Tamir Nadav >>>>>> >>>>>> The Aquatic Jew >>>>>> >>>>>> 619.985.1054 >>>>>> >>>>>> Tamir.Nadav at gmail.com >>>>>> >>>>>> >>>>>> _______________________________________________ >>>>>> women_dev mailing list >>>>>> women_dev at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>>> >>>>> >>>>> >>>>> >>>>>-- >>>>>regards, >>>>> >>>>>Glyn Heatley >>>>>Email: glyn.heatley at gmail.com >>>>>-------------- next part -------------- >>>>>An HTML attachment was scrubbed... >>>>>URL: >>>>>>>>>4574fb/attachment-0001.htm> >>>>> >>>>>------------------------------ >>>>> >>>>>Message: 3 >>>>>Date: Wed, 30 May 2007 09:34:02 -0700 >>>>>From: "Jane Pinckard" >>>>>Subject: Re: [women_dev] Has anyone seen this? >>>>>To: "women in game development forum" >>>>>Message-ID: >>>>> <8f983c350705300934k64075261ode0d8809c6d33374 at mail.gmail.com> >>>>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>>>> >>>>>wow. but how can you go wrong with The Swayze? >>>>> >>>>> >>>>> >>>>>-- >>>>>jane pinckard >>>>>www.gamegirladvance.com >>>>>-------------- next part -------------- >>>>>An HTML attachment was scrubbed... >>>>>URL: >>>>>>>>>9bcbea/attachment-0001.html> >>>>> >>>>>------------------------------ >>>>> >>>>>Message: 4 >>>>>Date: Wed, 30 May 2007 09:54:52 -0700 >>>>>From: "Nancy Berman" >>>>>Subject: Re: [women_dev] Has anyone seen this? >>>>>To: "women in game development forum" >>>>>Message-ID: <00b701c7a2db$3e327460$6700a8c0 at Deryabar> >>>>>Content-Type: text/plain; charset="iso-8859-1" >>>>> >>>>>http://www.penny-arcade.com/comic/2007/05/30 >>>>> >>>>>Nancy >>>>> ----- Original Message ----- >>>>> From: Jane Pinckard >>>>> To: women in game development forum >>>>> Sent: Wednesday, May 30, 2007 9:34 AM >>>>> Subject: Re: [women_dev] Has anyone seen this? >>>>> >>>>> >>>>> wow. but how can you go wrong with The Swayze? >>>>> >>>>> >>>>> >>>>> -- >>>>> jane pinckard >>>>> www.gamegirladvance.com >>>>> >>>>> >>>>>---------------------------------------------------------------------------- >>>>>-- >>>>> >>>>> >>>>> _______________________________________________ >>>>> women_dev mailing list >>>>> women_dev at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>>-------------- next part -------------- >>>>>An HTML attachment was scrubbed... >>>>>URL: >>>>>>>>>c92196/attachment.htm> >>>>> >>>>>------------------------------ >>>>> >>>>>Message: 5 >>>>>Date: Wed, 30 May 2007 13:13:38 -0400 >>>>>From: "Glyn Heatley" >>>>>Subject: Re: [women_dev] Has anyone seen this? >>>>>To: "women in game development forum" >>>>>Message-ID: >>>>> <871e1ded0705301013n5c6db463q244228910882577a at mail.gmail.com> >>>>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>>>> >>>>>Ummm. Male, straight, no interest in El Swayze at all. After all he is >>>>>no De >>>>>Niro or McKellern with his acting ability. >>>>> >>>>>@ Nancy. Now I'll have nightmares. ;) >>>>> >>>>>On 5/30/07, Jane Pinckard wrote: >>>>> > >>>>>> wow. but how can you go wrong with The Swayze? >>>>>> >>>>>> >>>>>> >>>>>> -- >>>>>> jane pinckard >>>>>> www.gamegirladvance.com >>>>>> _______________________________________________ >>>>>> women_dev mailing list >>>>>> women_dev at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>>> >>>>>> >>>>> >>>>> >>>>>-- >>>>>regards, >>>>> >>>>>Glyn Heatley >>>>>Email: glyn.heatley at gmail.com >>>>>-------------- next part -------------- >>>>>An HTML attachment was scrubbed... >>>>>URL: >>>>>>>>>35c704/attachment.html> >>>>> >>>>>------------------------------ >>>>> >>>>>Message: 6 >>>>>Date: Wed, 30 May 2007 13:19:21 -0400 >>>>>From: "Daisy Pilbrow" >>>>>Subject: Re: [women_dev] Has anyone seen this? >>>>>To: "women in game development forum" >>>>>Message-ID: >>>>> <5ebcea800705301019k3d08f0cbt9f8eddfc93b401b8 at mail.gmail.com> >>>>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>>>> >>>>>"but how can you go wrong with The Swayze?" >>>>> >>>>> >>>>>Oh, I don't know... I imagine a CGI Swayze falling prey to the Uncanny >>>>>Valley theory could be pretty horrifying (remember "The Polar >>>>>Express" - I >>>>>couldn't look at Tom Hanks for months after that one). >>>>> >>>>> >>>>> >>>>> >>>>>Daisy >>>>> >>>>> >>>>> >>>>>On 5/30/07, Jane Pinckard wrote: >>>>>> >>>>>> wow. but how can you go wrong with The Swayze? >>>>>> >>>>>> >>>>>> >>>>>> -- >>>>>> jane pinckard >>>>>> www.gamegirladvance.com >>>>>> _______________________________________________ >>>>>> women_dev mailing list >>>>>> women_dev at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>>> >>>>>> >>>>>-------------- next part -------------- >>>>>An HTML attachment was scrubbed... >>>>>URL: >>>>>>>>>77715c/attachment.htm> >>>>> >>>>>------------------------------ >>>>> >>>>>Message: 7 >>>>>Date: Wed, 30 May 2007 12:04:36 -0700 >>>>>From: Theresa >>>>>Subject: [women_dev] Sexy64 - Male Gamer group >>>>>To: "women in game development forum" >>>>>Message-ID: >>>>> <8306a7bc0705301204m1039fb4fo1db86c58912fd9f8 at mail.gmail.com> >>>>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>>>> >>>>>I'm sure some of you have already seen this, but Mega64 has taken on >>>>>the >>>>>Frag Dolls/PMS Clan/etc/etc with their latest video: >>>>> >>>>>http://www.mega64.com/ >>>>> >>>>>- Theresa >>>>>-------------- next part -------------- >>>>>An HTML attachment was scrubbed... >>>>>URL: >>>>>>>>>3faa90/attachment.html> >>>>> >>>>>------------------------------ >>>>> >>>>>Message: 8 >>>>>Date: Wed, 30 May 2007 12:23:10 -0700 >>>>>From: "Nancy Berman" >>>>>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>>>>To: "women in game development forum" >>>>>Message-ID: <010701c7a2ef$f5c30270$6700a8c0 at Deryabar> >>>>>Content-Type: text/plain; charset="iso-8859-1" >>>>> >>>>>Words fail me. >>>>> >>>>>Nancy >>>>> ----- Original Message ----- >>>>> From: Theresa >>>>> To: women in game development forum >>>>> Sent: Wednesday, May 30, 2007 12:04 PM >>>>> Subject: [women_dev] Sexy64 - Male Gamer group >>>>> >>>>> >>>>> I'm sure some of you have already seen this, but Mega64 has taken on >>>>> the >>>>>Frag Dolls/PMS Clan/etc/etc with their latest video: >>>>> >>>>> http://www.mega64.com/ >>>>> >>>>> - Theresa >>>>> >>>>> >>>>> >>>>>---------------------------------------------------------------------------- >>>>>-- >>>>> >>>>> >>>>> _______________________________________________ >>>>> women_dev mailing list >>>>> women_dev at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>>-------------- next part -------------- >>>>>An HTML attachment was scrubbed... >>>>>URL: >>>>>>>>>0465e3/attachment-0001.htm> >>>>> >>>>>------------------------------ >>>>> >>>>>Message: 9 >>>>>Date: Wed, 30 May 2007 14:55:03 -0500 >>>>>From: Aery >>>>>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>>>>To: "women in game development forum" >>>>>Message-ID: >>>>> >>>>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>>>> >>>>>I think I am horrified! >>>>> >>>>>On 5/30/07, Nancy Berman wrote: >>>>>> >>>>>> Words fail me. >>>>>> >>>>>> Nancy >>>>>> >>>>>> ----- Original Message ----- >>>>>> *From:* Theresa >>>>>> *To:* women in game development forum >>>>>> *Sent:* Wednesday, May 30, 2007 12:04 PM >>>>> > *Subject:* [women_dev] Sexy64 - Male Gamer group >>>>>> >>>>>> >>>>>> I'm sure some of you have already seen this, but Mega64 has taken on >>>>>> the >>>>>> Frag Dolls/PMS Clan/etc/etc with their latest video: >>>>>> >>>>>> http://www.mega64.com/ >>>>>> >>>>>> - Theresa >>>>>> >>>>>> ------------------------------ >>>>>> >>>>>> _______________________________________________ >>>>>> women_dev mailing list >>>>>> women_dev at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>>> >>>>>> >>>>>> _______________________________________________ >>>>>> women_dev mailing list >>>>>> women_dev at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>>> >>>>>> >>>>>-------------- next part -------------- >>>>>An HTML attachment was scrubbed... >>>>>URL: >>>>>>>>>017f66/attachment-0001.html> >>>>> >>>>>------------------------------ >>>>> >>>>>Message: 10 >>>>>Date: Wed, 30 May 2007 12:56:47 -0700 >>>>>From: "Danielle Vanderlip" >>>>>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>>>>To: "women in game development forum" >>>>>Message-ID: >>>>> <1559fec50705301256x7cef0391jcae9bd853c93bb2 at mail.gmail.com> >>>>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>>>> >>>>>I was eating lunch when I watched that. My appetite is gone. >>>>> >>>>>On 5/30/07, Theresa wrote: >>>>>> >>>>>> I'm sure some of you have already seen this, but Mega64 has taken on >>>>>> the >>>>>> Frag Dolls/PMS Clan/etc/etc with their latest video: >>>>>> >>>>>> http://www.mega64.com/ >>>>>> >>>>>> - Theresa >>>>>> >>>>>> _______________________________________________ >>>>>> women_dev mailing list >>>>>> women_dev at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>>> >>>>>> >>>>> >>>>> >>>>>-- >>>>>Danielle Vanderlip >>>>>-------------- next part -------------- >>>>>An HTML attachment was scrubbed... >>>>>URL: >>>>>>>>>3cc1b5/attachment-0001.htm> >>>>> >>>>>------------------------------ >>>>> >>>>>Message: 11 >>>>>Date: Wed, 30 May 2007 14:59:23 -0500 >>>>>From: Aery >>>>>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>>>>To: "women in game development forum" >>>>>Message-ID: >>>>> >>>>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>>>> >>>>>I can't believe I waited like 8 minutes for it to buffer! >>>>> >>>>>On 5/30/07, Danielle Vanderlip wrote: >>>>>> >>>>>> I was eating lunch when I watched that. My appetite is gone. >>>>>> >>>>>> On 5/30/07, Theresa wrote: >>>>>> >>>>>> > I'm sure some of you have already seen this, but Mega64 has taken >>>>>> on the >>>>>> > Frag Dolls/PMS Clan/etc/etc with their latest video: >>>>>> > >>>>>> > http://www.mega64.com/ >>>>>> > >>>>>> > - Theresa >>>>>> > >>>>>> > _______________________________________________ >>>>>> > women_dev mailing list >>>>>> > women_dev at igda.org >>>>>> > http://seven.pairlist.net/mailman/listinfo/women_dev >>>>>> > >>>>>> > >>>>>> >>>>>> >>>>>> -- >>>>>> Danielle Vanderlip >>>>>> _______________________________________________ >>>>>> women_dev mailing list >>>>>> women_dev at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>>> >>>>>> >>>>>-------------- next part -------------- >>>>>An HTML attachment was scrubbed... >>>>>URL: >>>>>>>>>fd98b2/attachment-0001.html> >>>>> >>>>>------------------------------ >>>>> >>>>>Message: 12 >>>>>Date: Wed, 30 May 2007 13:01:08 -0700 (PDT) >>>>>From: wendeth at wendydespain.com >>>>>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>>>>To: "women in game development forum" >>>>>Message-ID: >>>>> <3117.69.144.84.21.1180555268.squirrel at webmail.wendydespain.com> >>>>>Content-Type: text/plain;charset=iso-8859-1 >>>>> >>>>>imho, it was awesome. >>>>> >>>>>WD >>>>> >>>>>> I can't believe I waited like 8 minutes for it to buffer! >>>>>> >>>>>> On 5/30/07, Danielle Vanderlip wrote: >>>>>>> >>>>>>> I was eating lunch when I watched that. My appetite is gone. >>>>>>> >>>>>>> On 5/30/07, Theresa wrote: >>>>>>> >>>>>>> > I'm sure some of you have already seen this, but Mega64 has taken >>>>>>> on the >>>>>>> > Frag Dolls/PMS Clan/etc/etc with their latest video: >>>>>>> > >>>>>>> > http://www.mega64.com/ >>>>>>> > >>>>>>> > - Theresa >>>>>>> > >>>>>>> > _______________________________________________ >>>>>>> > women_dev mailing list >>>>>>> > women_dev at igda.org >>>>>>> > http://seven.pairlist.net/mailman/listinfo/women_dev >>>>> >> > >>>>>>> > >>>>>>> >>>>>>> >>>>>>> -- >>>>>>> Danielle Vanderlip >>>>>>> _______________________________________________ >>>>>>> women_dev mailing list >>>>>>> women_dev at igda.org >>>>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>>>> >>>>>>> >>>>>> _______________________________________________ >>>>>> women_dev mailing list >>>>>> women_dev at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>>> >>>>> >>>>> >>>>> >>>>> >>>>>------------------------------ >>>>> >>>>>_______________________________________________ >>>>>women_dev mailing list >>>>>women_dev at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/women_dev >>>>> >>>>> >>>>>End of women_dev Digest, Vol 32, Issue 50 >>>>>***************************************** >>>>> >>>>> >>>>>_______________________________________________ >>>>>women_dev mailing list >>>>>women_dev at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/women_dev >>>> >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sun Jun 10 16:39:25 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 10 Jun 2007 22:39:25 +0200 Subject: [games_access] Free Camera Mouse software References: <011301c7a4f9$f3008ce0$0202a8c0@OneSwitch> Message-ID: <007501c7ab9f$6f498f30$6402a8c0@Delletje> Interesting! Thanks for this! ----- Original Message ----- From: Barrie Ellis To: IGDA GA mailing list Sent: Saturday, June 02, 2007 11:39 AM Subject: [games_access] Free Camera Mouse software Really great news on some free-trial software that makes a standard web-cam operate as a mouse controller, plus mention of games being used with it... http://teachinglearnerswithmultipleneeds.blogspot.com/2007/05/coming-soon-free-cameramouse.html http://www.cameramouse.com/ Barrie www.OneSwitch.org.uk ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Sun Jun 10 17:01:57 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 10 Jun 2007 23:01:57 +0200 Subject: [games_access] Thinking about GDC 08's competition References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><003801c7a057$ddae8730$6402a8c0@Delletje><004701c7a240$54f07580$6402a8c0@Delletje>AAAAADBf8GSYa4xDlD4sBa5lcIyEticA<00a201c7a2f1$b93959b0$6501a8c0@Inspiron><0e5e01c7a351$09347620$0302a8c0@OneSwitch><015201c7a3d6$bf84f8c0$6402a8c0@Delletje> <001201c7a429$1abe6c10$6402a8c0@Delletje> Message-ID: <008501c7aba2$95304a10$6402a8c0@Delletje> Hi, *quote* > And without careful moderation, a company could say that their > accessibility features are "well the other users will help out" but in > real life maybe the game players would not provide this help. *quote end* I'd like to add that I can imagine that at some point, *IN CERTAIN GAMES*, it is very likely that assisting gamers will eventually get fed up with assisting, because they might prefer to use the freedom of the game to its full advantage, instead of "constantly having to help out someone else with someone elses game". However, I do think game designers could take this into consideration when designing co-op games, and design the game in such a way that the assisting gamer is still experiencing the game to the same extend as he/she were if not assisting. And what about some special co-op game accessibility design patterns, that may not neccesarily bother the assisting gamer, something like "Trail", which allows a character to automatically move after another character? Another thought for your thesis, Michelle, also concerning this subject: There recently was an excellent documentory on Chinese 'Cyberkoelies' - chinese professional gamers that are paid by western gamers to play games like WoW and improve the character stats and gold reserves of the western gamers. It's mostly in Chinese with Dutch subtitles, but I'd recommend everyone (not just Eelke and Sander) to have a look (because of the good visuals in the documentory): http://www.vpro.nl/programma/hollanddoc/afleveringen/31239940/ . Well, I guess you are all familiar with this phenomenon. So what about a business of professional Guide Gamers? /R From richard at audiogames.net Sun Jun 10 17:06:56 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 10 Jun 2007 23:06:56 +0200 Subject: [games_access] Michelle's Health: A Monthly Status Report References: <20070604213032.AQP02231@expms2.cites.uiuc.edu> Message-ID: <009b01c7aba3$47064280$6402a8c0@Delletje> All the best, MIchelle. Hope you get well soon! Don't die on us, okay!? We need you! ps: save those stones (or their remains of the laser treatment*). Maybe later, when you're an established game author you can sell them on eBay and make a buck or two?** *wow! ** sick humor for ill patients - sorry, get well, miss M ;) ----- Original Message ----- From: To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, June 05, 2007 4:30 AM Subject: [games_access] Michelle's Health: A Monthly Status Report > Hey everyone, > > Just to quickly ping you all about what's currently going on with my FAB > autoimmune wonkiness. I think you all know that I have kidney stones (I > don't know what I was doing in February when this all started but I think > "working too much and not delegating when I needed to and, oh, not > drinking enough water" pretty much is the best explanation I've got for > that! So...they are getting better (they used some lasers to implode > them...who said that viewing a med procedure as a cool new video game was > wrong? ;) > > Then I'm on a clinical trial for something else which is making my short > term memory not the best at the moment (amongst other things no one wants > to hear about!!). So PLEASE bug me if you are waiting on something and > I'll try to get to that as quickly as I can. > > I appreciate everyone's patience and understanding! My body seems to be > trying to take me down one step at a time! It's weird, maybe, but I've > come to view the SIG as my one group that keeps me going. I > know...overattachment maybe but it's nice to see all the discussion and > cool stuff going on at the moment!! > > Progress!!! :) > > Michelle > ....................................... > these are mediocre times and people are > losing hope. it's hard for many people > to believe that there are extraordinary > things inside themselves, as well as > others. i hope you can keep an open > mind. > -- "unbreakable" > ....................................... > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sun Jun 10 17:13:26 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 10 Jun 2007 23:13:26 +0200 Subject: [games_access] epilepsy and gaming References: <836db6300706051535k3c000889l4d19145ade8bf4eb@mail.gmail.com> Message-ID: <00af01c7aba4$2fc7d4c0$6402a8c0@Delletje> Hi, *quote* > I wonder what kind of guidelines game developers have to follow to > prevent people getting epileptic seizures *quote end* >From W3.org: "People with photosensitive epilepsy can have seizures triggered by flickering or flashing in the 4 to 59 flashes per second (Hertz) range with a peak sensitivity at 20 flashes per second as well as quick changes from dark to light (like strobe lights). " Which reminds me of the earlier epilepsy/simulator sickness/wii-accidents/rsi thread (search the archive). Or in other words: Guidelines Against Game Injuries (GAGI ;)! Do people still think that is a viable idea, and if so, do people think this is up to this SIG, or should there be a GI-SIG (Game Injuries Special Interest Group)? /R ----- Original Message ----- From: "Eelke Folmer" To: Sent: Wednesday, June 06, 2007 12:35 AM Subject: [games_access] epilepsy and gaming > Hi, > > After the "virtual" lawsuit against Secondlife for not being > accessible a few months ago I found another one (which is actually > even older) http://www.kotaku.com/gaming/james-sokolove/ which deals > with epilepsy. Maybe we can include epilepsy also as a disability in > our research. Its funny I see so many games with epilepsy warnings but > I've never considered it to be a disability. (cognitive? or perhaps > visual since they're triggered throught visual stimuli) Anyone have an > idea for this? > > I wonder what kind of guidelines game developers have to follow to > prevent people getting epileptic seizures? 50 million people worldwide > suffer from epilepsy. Maybe game developers can offer an epilepsy safe > mode which disables stroboscopic light effects in their games. (though > only 5% of the people with epilepsy are affected by strobe lights, > according to wikipedia) > > Anyway Jim sokolove seems to be the guy behind the lawsuit, maybe we > can hook up with him. > http://www.jimsokolove.com/other/video-games/index.aspx > > does anyone know any studies dealing with this? > > cheers Eelke > > > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sun Jun 10 17:27:24 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 10 Jun 2007 23:27:24 +0200 Subject: [games_access] Thinking about GDC 08's competition References: <006501c7995f$f62289f0$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><00a201c7a2f1$b93959b0$6501a8c0@Inspiron><0e5e01c7a351$09347620$0302a8c0@OneSwitch> <836db6300706051610t35a93f21x7c1ce557fa619c88@mail.gmail.com> Message-ID: <00b401c7aba6$2346ecc0$6402a8c0@Delletje> Hi, 1) > I think we as the IGDA/GA SIG should consider organizing a small > accessibility contest in the fall on gamedev or some other sites or > our own and report the results in the experimental game play workshop > of jonathan blow. Good idea but would Jonathan Blow mind to share his time? Well over a year ago Sander and I set up the Experimental Audio Games Section on AudioGames.net, where we made available the audio games our students made. See here: http://www.audiogames.net/playcenter/index_exp.php . Some are really done well. I had the idea to do an Audio Games talk at next years GDC anyway - as part of the Audio Track - and to do a presentation of what the students made. If one thing became clear to me in the discussions following this years GDC was that, aside from IGDA talks, we need talks in more specialized tracks. My field of study still is game audio (more than (game) accessibility at the moment ;). This year the opening speech of GDC Game Audio Boot Camp mentioned "audio games" and the fact that "blind people now play games too". And fuck, I wasn't even there to do a talk :( GDC Austin asked me last year to do a talk on audio games but unfortunately I couldn't (because of Brighton I think). Now, this year I've been asked again. This subject is a fun, off-topic subject for many game audio specialists out there (who usually only go on and on about licenses and tools) and really hits home since all these audio specialists are really audio lunatics (or: sonolunatics) who love everything that has to do with creativity and sound. So instead of asking Jonathan, what about doing multiple presentations on very specific subjects: "audio games" > audio track "experimental accessible games competition" > experimental game play workshop (what track was that?) "single switch games" > mobile game track "case study: making the torque engine accessible" > programming track "10 accessibility design patterns" > game design track etc. and maybe only do the Accessibility Arcade in the IGDA track? Err..? ----- Original Message ----- From: "Eelke Folmer" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, June 06, 2007 1:10 AM Subject: Re: [games_access] Thinking about GDC 08's competition > Hi, > > I think we as the IGDA/GA SIG should consider organizing a small > accessibility contest in the fall on gamedev or some other sites or > our own and report the results in the experimental game play workshop > of jonathan blow. (There were like 800 people attending that one this > year). 20 minutes in workshop showing some accessible games that the > contestants came up with can give us more exposure than organizing our > own contest. Besides most of the "big" game designers like > falstein/adams where already there this year and I don't see them > wanting to do it again... unless you can book will wright I don't > think people are eager to come see us. > > Especially from an effort/result point of view I see this as a much > better and feasable option (There's plenty of indie game developers > that want 2 minute exposure of their cool blind/deaf/physical disabled > games) and we just report upon those in the workshop (basically > showing 2 minute shots of each game). > > What do you think? they have the numbers, and accessibility is kind of > a "experimental" gameplay. E.g. I'd like to compare it to the dogma > movement in film (which basically puts severe restrictions on what you > can show & how you make your movie (e.g. no special effects), > essentially forcing game developers to be creative. Same with > accessibility. Design a game that only uses 2 buttons and one analog > stick (so robert can play it with his quad control) game developers > really have to be creative to make up for the lack of having 20 > buttons less. > > Lets get in touch with jonathan blow and see if he's interested? > > Cheers Eelke > > > > > On 5/31/07, d. michelle hinn wrote: >> Hey guys, >> >> So I'm working on next year's design challenge for GDC and I'm taking >> the advise of the competitors from 07 into consideration: >> >> * Keep it to one hour >> * No judges at all -- if judges have questions about why they felt >> that way...I'll email you off-list >> * Include accessibility "extra info" between the contestants or do it >> all up front >> * NO VIDEOS unless they are realllllllllly good and reallllllllllly >> short (we left people in the dark with our video as fun as it was to >> make it wasn't nearly as hilarious in real life) :) >> * Keep things more serious without being boring >> * Ax the "reality show" idea >> * Cut down the number of contestants to 3 >> >> So right now I'm talking to people who might be involved -- Raph >> Koster (wrote "theory of fun") is interested in either being a >> contestant or being "mini" presenter on the challenges of >> accessibility and fun (those of you at GDC 07 probably remember that >> we were up against him so maybe if we get everyone famous somehow >> involved...hehe) and then Will Wright, Dave Perry and Keita Takahashi >> who said they were interested for 08 -- I'm imagining all will not >> say "yes." Raph is really interested in being involved in some >> manner. I'd like for them to be involved during even the early stages >> so that we can present a coherent show. So I'd to have the spirit of >> being a publisher with many competing design studios and only one >> will get the "go" in a "go/no go" audience vote (this was Noah's >> suggestion). So the contestants would have "checking in" meetings >> with us as they go (to prevent "non-game presentations...we had a >> few") and such. And I'm imagining that all contestants would have >> "accessibility mentors" assigned to them from the SIG to make things >> even more challenging and fun for all of us and get us all involved. >> >> So this isn't THE proposal...I'm just still riffing on some ideas. So >> YOUR opinion counts so please do give it! None of last year's >> contestants said that we should drop the whole idea -- but instead >> change it and do it in a way that seems much more put together. >> >> So let's go! Let's think about our cool street cred session that >> might get people in the door for an hour and then get them to come to >> the expo for more! Let's think about how we can have the coolest, yet >> non-hospital inducing sessions to raise the roof!!!! >> >> Michelle >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > > > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sun Jun 10 17:36:56 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 10 Jun 2007 23:36:56 +0200 Subject: [games_access] Fwd: Personas, etc. but what is really needed... References: <20070604212148.AQP01749@expms2.cites.uiuc.edu><9C4DBCFE-41EC-4925-9A91-F8CFE0BACCFA@dmill.com><836db6300706051557p38876468xebbc84bc8be15be2@mail.gmail.com> <836db6300706051613u447086d8jb8e4e41a59cd6634@mail.gmail.com> Message-ID: <00b901c7aba7$780e9c20$6402a8c0@Delletje> Hi, *quote* > Ben: color blindness, that's incredibly hard, I don't even think you > will be able to write code for that. Checking for particular color > schemes (lets say red on green) can be anywhere in the game e.g. on > game objects / textures. Interaction between objects, Light effects & > shading & blending can lead to non desirable color schemes. There's no > way you can possibly identify that upfront. The only way I can imagine > to deal with it would be to make artist aware to use non colourblind > colour schemes. *quote end* Colorblindness is actually quite simple, in my opinion. The problem, not being able the see information conveyed with color *alone*, can be solved by: - make artists simply not convey information with colour - make artists simply not convey information with colour ALONE, i.o.w: convey the same information with more than just colour (shape, size, sound, etc) - make artists use non-colourblind colourschemes (what Eelke said) > only problem is that there are many types of colour blindness, so there is not just ONE scheme, so: game should provide multiple colour schemes. Again: problems with colour only occur in games in which information is conveyed by colour *alone*. Although realtime lightning and shading and blending and such can create a dynamic coloured environments, if a designer is aware of colour-blindness problems and follows the "Do not convey information with colour ALONE"-guideline, then I can't really think of why this would be difficult? Greets, Richard From richard at audiogames.net Mon Jun 11 15:46:53 2007 From: richard at audiogames.net (AudioGames.net) Date: Mon, 11 Jun 2007 21:46:53 +0200 Subject: [games_access] From Michelle References: <20070604212148.AQP01749@expms2.cites.uiuc.edu><9C4DBCFE-41EC-4925-9A91-F8CFE0BACCFA@dmill.com><836db6300706051557p38876468xebbc84bc8be15be2@mail.gmail.com><836db6300706051613u447086d8jb8e4e41a59cd6634@mail.gmail.com> <00b901c7aba7$780e9c20$6402a8c0@Delletje> Message-ID: <002b01c7ac61$42d4dc80$6402a8c0@Delletje> Hi List, Michelle asked me to tell you that she had to leave town for a family emergency recently and that she has *VERY* limited email access at the moment. So if you were awaiting a reply of Michelle, it may take a while. Greets, Richard From thomas at pininteractive.com Mon Jun 11 17:46:35 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Mon, 11 Jun 2007 23:46:35 +0200 Subject: [games_access] Michelle's Health: A Monthly Status Report In-Reply-To: <20070604213032.AQP02231@expms2.cites.uiuc.edu> References: <20070604213032.AQP02231@expms2.cites.uiuc.edu> Message-ID: Hi Michelle I really hope you're getting better soon (remember what I told you about working too hard for too long?) We need you and to get well you need to get some rest. Three years ago I decided (with a well placed kick in the butt from my doctor) to ease down and no matter how frustrating it is to not stay on top of things all the time, I know now that it is necessary to just give yourself some slack when you feel the stress level building up. It would be very ironic to get disabled from working hard for accessibility. Nothing is worth more than your health. That's my kick in the butt to you :) Now go book a long vacation! You're definitely worth it! /Thomas 5 jun 2007 kl. 04.30 skrev : > Hey everyone, > > Just to quickly ping you all about what's currently going on with > my FAB autoimmune wonkiness. I think you all know that I have > kidney stones (I don't know what I was doing in February when this > all started but I think "working too much and not delegating when I > needed to and, oh, not drinking enough water" pretty much is the > best explanation I've got for that! So...they are getting better > (they used some lasers to implode them...who said that viewing a > med procedure as a cool new video game was wrong? ;) > > Then I'm on a clinical trial for something else which is making my > short term memory not the best at the moment (amongst other things > no one wants to hear about!!). So PLEASE bug me if you are waiting > on something and I'll try to get to that as quickly as I can. > > I appreciate everyone's patience and understanding! My body seems > to be trying to take me down one step at a time! It's weird, maybe, > but I've come to view the SIG as my one group that keeps me going. > I know...overattachment maybe but it's nice to see all the > discussion and cool stuff going on at the moment!! > > Progress!!! :) > > Michelle > ....................................... > these are mediocre times and people are > losing hope. it's hard for many people > to believe that there are extraordinary > things inside themselves, as well as > others. i hope you can keep an open > mind. > -- "unbreakable" > ....................................... > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access __________________________________ Thomas Westin VD / CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Mon Jun 11 18:53:21 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Mon, 11 Jun 2007 18:53:21 -0400 Subject: [games_access] Michelle's Health: A Monthly Status Report seriously. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwELigA References: <20070604213032.AQP02231@expms2.cites.uiuc.edu> AAAAADBf8GSYa4xDlD4sBa5lcIwELigA Message-ID: <003601c7ac7b$4fca4780$6501a8c0@Inspiron> Thinking of you wishing you the best. Always. I hope you get well please. Stay strong whenever to get back. Now I know how hard it is to work on the game it's exhausting but hopefully good result in the end. Robert _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Thomas Westin Sent: Monday, June 11, 2007 5:47 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Michelle's Health: A Monthly Status Report Hi Michelle I really hope you're getting better soon (remember what I told you about working too hard for too long?) We need you and to get well you need to get some rest. Three years ago I decided (with a well placed kick in the butt from my doctor) to ease down and no matter how frustrating it is to not stay on top of things all the time, I know now that it is necessary to just give yourself some slack when you feel the stress level building up. It would be very ironic to get disabled from working hard for accessibility. Nothing is worth more than your health. That's my kick in the butt to you :) Now go book a long vacation! You're definitely worth it! /Thomas 5 jun 2007 kl. 04.30 skrev : Hey everyone, Just to quickly ping you all about what's currently going on with my FAB autoimmune wonkiness. I think you all know that I have kidney stones (I don't know what I was doing in February when this all started but I think "working too much and not delegating when I needed to and, oh, not drinking enough water" pretty much is the best explanation I've got for that! So...they are getting better (they used some lasers to implode them...who said that viewing a med procedure as a cool new video game was wrong? ;) Then I'm on a clinical trial for something else which is making my short term memory not the best at the moment (amongst other things no one wants to hear about!!). So PLEASE bug me if you are waiting on something and I'll try to get to that as quickly as I can. I appreciate everyone's patience and understanding! My body seems to be trying to take me down one step at a time! It's weird, maybe, but I've come to view the SIG as my one group that keeps me going. I know...overattachment maybe but it's nice to see all the discussion and cool stuff going on at the moment!! Progress!!! :) Michelle ....................................... these are mediocre times and people are losing hope. it's hard for many people to believe that there are extraordinary things inside themselves, as well as others. i hope you can keep an open mind. -- "unbreakable" ....................................... _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access __________________________________ Thomas Westin VD / CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Tue Jun 12 02:39:22 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Tue, 12 Jun 2007 07:39:22 +0100 Subject: [games_access] From Michelle References: <20070604212148.AQP01749@expms2.cites.uiuc.edu><9C4DBCFE-41EC-4925-9A91-F8CFE0BACCFA@dmill.com><836db6300706051557p38876468xebbc84bc8be15be2@mail.gmail.com><836db6300706051613u447086d8jb8e4e41a59cd6634@mail.gmail.com><00b901c7aba7$780e9c20$6402a8c0@Delletje> <002b01c7ac61$42d4dc80$6402a8c0@Delletje> Message-ID: <005101c7acbc$69932ab0$0202a8c0@OneSwitch> Look after yourself, Michelle - small steps and all that... Barrie ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Monday, June 11, 2007 8:46 PM Subject: [games_access] From Michelle > Hi List, > > Michelle asked me to tell you that she had to leave town for a family > emergency recently and that she has *VERY* limited email access at the > moment. So if you were awaiting a reply of Michelle, it may take a while. > > Greets, > > Richard > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From richard at audiogames.net Tue Jun 12 02:46:51 2007 From: richard at audiogames.net (AudioGames.net) Date: Tue, 12 Jun 2007 08:46:51 +0200 Subject: [games_access] From Michelle References: <20070604212148.AQP01749@expms2.cites.uiuc.edu><9C4DBCFE-41EC-4925-9A91-F8CFE0BACCFA@dmill.com><836db6300706051557p38876468xebbc84bc8be15be2@mail.gmail.com><836db6300706051613u447086d8jb8e4e41a59cd6634@mail.gmail.com><00b901c7aba7$780e9c20$6402a8c0@Delletje><002b01c7ac61$42d4dc80$6402a8c0@Delletje> <005101c7acbc$69932ab0$0202a8c0@OneSwitch> Message-ID: <000c01c7acbd$750840a0$6402a8c0@Delletje> For everyone concerned, just a quick word of relieve: Michelle herself is doing fine at the moment as far as I know, and her digital absence has no relation to her health. ----- Original Message ----- From: "Barrie Ellis" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, June 12, 2007 8:39 AM Subject: Re: [games_access] From Michelle > Look after yourself, Michelle - small steps and all that... > > Barrie > > > > ----- Original Message ----- > From: "AudioGames.net" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Monday, June 11, 2007 8:46 PM > Subject: [games_access] From Michelle > > >> Hi List, >> >> Michelle asked me to tell you that she had to leave town for a family >> emergency recently and that she has *VERY* limited email access at the >> moment. So if you were awaiting a reply of Michelle, it may take a while. >> >> Greets, >> >> Richard >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From eelke.folmer at gmail.com Tue Jun 12 19:43:37 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Tue, 12 Jun 2007 16:43:37 -0700 Subject: [games_access] torque [CC] Message-ID: <836db6300706121643s9841c5fx990d93f5195c7a31@mail.gmail.com> Hi, We finished the closed captioning component for the torque engine. Its a separate component that can be included using only one simple line in any gui that uses the torque engine. We implemented two different versions. 1) captions on the left of the screen with FBRL indicating the position of the sound 2) captions all over the screen screen position indicates where the sound comes from (up is front bottom is back etc.) check out the demos on: http://www.eelke.com/grad/TorqueCC.zip its a feisty 66 mb. cheers Eelke -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From arthit73 at cablespeed.com Wed Jun 13 18:48:49 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Wed, 13 Jun 2007 18:48:49 -0400 Subject: [games_access] Robert on AOL. Story In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzkMygA References: AAAAADBf8GSYa4xDlD4sBa5lcIzkMygA Message-ID: <006701c7ae0d$05f998c0$6501a8c0@Inspiron> Check out this link everyone. A cool story came out on AOL. I forgot about this interview it was so long ago. Pretty cool. I just got interviewed today for a story that the Maryland Gazette was interested in about game accessibility, totally game accessibility. It's the first story of had just about about the efforts I've been doing and all of everything we've been doing that and focused mostly on game accessibility. Hopefully that will be online to but this Saturday I think it prints. I will let you know. http://jobs.aol.com/article/onlinecampus/_a/virtual-video-games/200704301211 09990001 Robert www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Eelke Folmer Sent: Tuesday, June 12, 2007 7:44 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] torque [CC] Hi, We finished the closed captioning component for the torque engine. Its a separate component that can be included using only one simple line in any gui that uses the torque engine. We implemented two different versions. 1) captions on the left of the screen with FBRL indicating the position of the sound 2) captions all over the screen screen position indicates where the sound comes from (up is front bottom is back etc.) check out the demos on: http://www.eelke.com/grad/TorqueCC.zip its a feisty 66 mb. cheers Eelke -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Thu Jun 14 02:51:15 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 14 Jun 2007 07:51:15 +0100 Subject: [games_access] Robert on AOL. Story References: AAAAADBf8GSYa4xDlD4sBa5lcIzkMygA <006701c7ae0d$05f998c0$6501a8c0@Inspiron> Message-ID: <008c01c7ae50$6753a460$0202a8c0@OneSwitch> Great article, Robert. Barrie ----- Original Message ----- From: "Robert Florio" To: "'IGDA Games Accessibility SIG Mailing List'" Sent: Wednesday, June 13, 2007 11:48 PM Subject: Re: [games_access] Robert on AOL. Story > Check out this link everyone. A cool story came out on AOL. I forgot > about > this interview it was so long ago. Pretty cool. I just got interviewed > today for a story that the Maryland Gazette was interested in about game > accessibility, totally game accessibility. It's the first story of had > just > about about the efforts I've been doing and all of everything we've been > doing that and focused mostly on game accessibility. Hopefully that will > be > online to but this Saturday I think it prints. I will let you know. > > http://jobs.aol.com/article/onlinecampus/_a/virtual-video-games/200704301211 > 09990001 > > Robert > www.RobertFlorio.com > > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > On Behalf Of Eelke Folmer > Sent: Tuesday, June 12, 2007 7:44 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: [games_access] torque [CC] > > Hi, > > We finished the closed captioning component for the torque engine. > Its a separate component that can be included using only one simple > line in any gui that uses the torque engine. > > We implemented two different versions. > 1) captions on the left of the screen with FBRL indicating the > position of the sound > 2) captions all over the screen screen position indicates where the > sound comes from (up is front bottom is back etc.) > > check out the demos on: > > http://www.eelke.com/grad/TorqueCC.zip its a feisty 66 mb. > > cheers Eelke > > > > > > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From hinn at uiuc.edu Fri Jun 15 20:23:45 2007 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Fri, 15 Jun 2007 19:23:45 -0500 (CDT) Subject: [games_access] Michelle's back Message-ID: <20070615192345.ARC88418@expms2.cites.uiuc.edu> Hi everyone, It's going to take me the weekend to catch up on all my mail that I missed while I was at the hospital at University of Michigan. My sister in law was diagnosed with end stage ovarian cancer so she has very little time, as the cancer was everywhere. She went from going in to see a doctor for digestion problems and now she's in hospital dying...all in the matter of a few days. It's especially not easy knowing that she's only 35 and this is a cancer that usually shows up after 50 or 60 years of age. So...I just wanted to let everyone know that I was back and to apologize for my complete cyber absence. FYI -- there's some major stuff going on with IGDA and web presence and I'm trying to sort out what that means for our site. From what I can see, the other SIG chairs are pretty upset so once I've caught up on that I will let you all know what's happening. Great news about the Torque engine -- I'm replying to that email as I write this. I'll be interested to see the discussion on that and promote it to Josh at Garage (if someone already hasn't done that). So give me the weekend to catch up and see what's happening with everyone! Michelle ....................................... these are mediocre times and people are losing hope. it's hard for many people to believe that there are extraordinary things inside themselves, as well as others. i hope you can keep an open mind. -- "unbreakable" ....................................... From reid at rbkdesign.com Sat Jun 16 00:12:31 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Fri, 15 Jun 2007 21:12:31 -0700 Subject: [games_access] Michelle's back In-Reply-To: <20070615192345.ARC88418@expms2.cites.uiuc.edu> References: <20070615192345.ARC88418@expms2.cites.uiuc.edu> Message-ID: Very sorry to hear about your sister's health. Nothing to apologize for. On 6/15/07, hinn at uiuc.edu wrote: > Hi everyone, > > It's going to take me the weekend to catch up on all my mail that I missed while I was at the hospital at University of Michigan. My sister in law was diagnosed with end stage ovarian cancer so she has very little time, as the cancer was everywhere. She went from going in to see a doctor for digestion problems and now she's in hospital dying...all in the matter of a few days. It's especially not easy knowing that she's only 35 and this is a cancer that usually shows up after 50 or 60 years of age. > > So...I just wanted to let everyone know that I was back and to apologize for my complete cyber absence. > > FYI -- there's some major stuff going on with IGDA and web presence and I'm trying to sort out what that means for our site. From what I can see, the other SIG chairs are pretty upset so once I've caught up on that I will let you all know what's happening. > > Great news about the Torque engine -- I'm replying to that email as I write this. I'll be interested to see the discussion on that and promote it to Josh at Garage (if someone already hasn't done that). > > So give me the weekend to catch up and see what's happening with everyone! > > Michelle > ....................................... > these are mediocre times and people are > losing hope. it's hard for many people > to believe that there are extraordinary > things inside themselves, as well as > others. i hope you can keep an open > mind. > -- "unbreakable" > ....................................... > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From hinn at uiuc.edu Sat Jun 16 01:19:19 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 16 Jun 2007 00:19:19 -0500 Subject: [games_access] Thinking about GDC 08's competition In-Reply-To: <003801c7a9a9$c56f2070$0202a8c0@OneSwitch> References: <006501c7995f$f62289f0$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><00a201c7a2f1$b93959b0$6501a 8c0@Inspiron><0e5e01c7a351$09347620$0302a8c0@OneSwitch> <836db6300706051610t35a93f21x7c1ce557fa619c88@mail.gmail.com> <003801c7a9a9$c56f2070$0202a8c0@OneSwitch> Message-ID: This all seems good. And if we can't get part of his session, we can also make our own. I'll email him over the weekend and see what he says. So the prof from France that was at Arcade was the prof of the student who designed a game for the DonationCoder contest. And we had quite a few other DC winners there with us showing off stuff (Ethan for instance). So...if we put our heads together and come up with contest rules, DonationCoder is a great way to get the word out to indies -- and we can also ping lots of people to get them to enter the contest. Getting a free GDC pass is quite a great reward for an indie developer -- they get a giga pass. The other thing that is cool about DC (ok, I'm plugging my own company BUT games created there REMAIN the intellectual property of the designer) is that we already have the companies that were super happy with the resulting games -- so we might be able to get some more prizes from game companies since it was already a success.) So shall we have a fall contest then and aim to show it off at the experimental session? The set up is easy -- the webmaster there is great and already has things in place for uploading games, etc. And I'm good at getting prizes (we had almost $20k worth of prizes for that contest -- and I only had a week to get the companies locked in...so starting now I bet I can get a lot more!!) I'm also wondering if we could have an "arcade" session based on the awards show -- perhaps at the IGF kiosk or at our expo booth? I have emailed the IGF peeps and they may have answered me already but my email in box is insane!! That would be pretty cool if we could get an "accessibility" award into the big awards show. Hell, with the thousands that go to that...they'd be forced to be there!!! :) M >Like the Dogma idea... Restrictions do tend to encourage creativity, >I belive that too. Why not make the game limits analogue stick/mouse >only? Would work for head-tracker/white-board/touch screen/etc.etc. >users too then. > >Barrie > > > > > >----- Original Message ----- From: "Eelke Folmer" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Wednesday, June 06, 2007 12:10 AM >Subject: Re: [games_access] Thinking about GDC 08's competition > >>Hi, >> >>I think we as the IGDA/GA SIG should consider organizing a small >>accessibility contest in the fall on gamedev or some other sites or >>our own and report the results in the experimental game play workshop >>of jonathan blow. (There were like 800 people attending that one this >>year). 20 minutes in workshop showing some accessible games that the >>contestants came up with can give us more exposure than organizing our >>own contest. Besides most of the "big" game designers like >>falstein/adams where already there this year and I don't see them >>wanting to do it again... unless you can book will wright I don't >>think people are eager to come see us. >> >>Especially from an effort/result point of view I see this as a much >>better and feasable option (There's plenty of indie game developers >>that want 2 minute exposure of their cool blind/deaf/physical disabled >>games) and we just report upon those in the workshop (basically >>showing 2 minute shots of each game). >> >>What do you think? they have the numbers, and accessibility is kind of >>a "experimental" gameplay. E.g. I'd like to compare it to the dogma >>movement in film (which basically puts severe restrictions on what you >>can show & how you make your movie (e.g. no special effects), >>essentially forcing game developers to be creative. Same with >>accessibility. Design a game that only uses 2 buttons and one analog >>stick (so robert can play it with his quad control) game developers >>really have to be creative to make up for the lack of having 20 >>buttons less. >> >>Lets get in touch with jonathan blow and see if he's interested? >> >>Cheers Eelke >> >> >> >> >>On 5/31/07, d. michelle hinn wrote: >>>Hey guys, >>> >>>So I'm working on next year's design challenge for GDC and I'm taking >>>the advise of the competitors from 07 into consideration: >>> >>>* Keep it to one hour >>>* No judges at all -- if judges have questions about why they felt >>>that way...I'll email you off-list >>>* Include accessibility "extra info" between the contestants or do it >>>all up front >>>* NO VIDEOS unless they are realllllllllly good and reallllllllllly >>>short (we left people in the dark with our video as fun as it was to >>>make it wasn't nearly as hilarious in real life) :) >>>* Keep things more serious without being boring >>>* Ax the "reality show" idea >>>* Cut down the number of contestants to 3 >>> >>>So right now I'm talking to people who might be involved -- Raph >>>Koster (wrote "theory of fun") is interested in either being a >>>contestant or being "mini" presenter on the challenges of >>>accessibility and fun (those of you at GDC 07 probably remember that >>>we were up against him so maybe if we get everyone famous somehow >>>involved...hehe) and then Will Wright, Dave Perry and Keita Takahashi >>>who said they were interested for 08 -- I'm imagining all will not >>>say "yes." Raph is really interested in being involved in some >>>manner. I'd like for them to be involved during even the early stages >>>so that we can present a coherent show. So I'd to have the spirit of >>>being a publisher with many competing design studios and only one >>>will get the "go" in a "go/no go" audience vote (this was Noah's >>>suggestion). So the contestants would have "checking in" meetings >>>with us as they go (to prevent "non-game presentations...we had a >>>few") and such. And I'm imagining that all contestants would have >>>"accessibility mentors" assigned to them from the SIG to make things >>>even more challenging and fun for all of us and get us all involved. >>> >>>So this isn't THE proposal...I'm just still riffing on some ideas. So >>>YOUR opinion counts so please do give it! None of last year's >>>contestants said that we should drop the whole idea -- but instead >>>change it and do it in a way that seems much more put together. >>> >>>So let's go! Let's think about our cool street cred session that >>>might get people in the door for an hour and then get them to come to >>>the expo for more! Let's think about how we can have the coolest, yet >>>non-hospital inducing sessions to raise the roof!!!! >>> >>>Michelle >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >> >> >>-- >>---------------------------------------------------------------------------- >>Eelke Folmer Assistant Professor >>Department of CS&E/171 >>University of Nevada Reno, Nevada 89557 >>Game interaction design www.helpyouplay.com >>---------------------------------------------------------------------------- >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From eelke.folmer at gmail.com Sat Jun 16 05:04:36 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Sat, 16 Jun 2007 11:04:36 +0200 Subject: [games_access] intimate controllers Message-ID: <836db6300706160204m1b781651w478e7b9ec66d4b63@mail.gmail.com> http://www.wired.com/culture/lifestyle/commentary/sexdrive/2007/06/sexdrive_0615 Don't know if these are more accessible ;-) cheers Eelke -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Sat Jun 16 05:20:28 2007 From: richard at audiogames.net (AudioGames.net) Date: Sat, 16 Jun 2007 11:20:28 +0200 Subject: [games_access] intimate controllers References: <836db6300706160204m1b781651w478e7b9ec66d4b63@mail.gmail.com> Message-ID: <003201c7aff7$95b887f0$6402a8c0@Delletje> Hi, Good idea (this project) but why oh why ... PONG?? There are currently several of these projects going on, ranging from bluetooth hug-tshirts to the USB dildo's, and this is one of the very few to incorporate a game. I think it is a very bad idea to have chosen Pong for this, it's like playing 2 games at once... mmm, I'll forward it to my professor, who still wants to design a peniscontrollor. Greets, Richard (first impression)... ----- Original Message ----- From: Eelke Folmer To: games_access at igda.org Sent: Saturday, June 16, 2007 11:04 AM Subject: [games_access] intimate controllers http://www.wired.com/culture/lifestyle/commentary/sexdrive/2007/06/sexdrive_0615 Don't know if these are more accessible ;-) cheers Eelke -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Sat Jun 16 13:47:58 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 16 Jun 2007 12:47:58 -0500 Subject: [games_access] intimate controllers In-Reply-To: <003201c7aff7$95b887f0$6402a8c0@Delletje> References: <836db6300706160204m1b781651w478e7b9ec66d4b63@mail.gmail.com> <003201c7aff7$95b887f0$6402a8c0@Delletje> Message-ID: Interesting... Did I mention that Brenda Brathwaite is going to help out my class this fall as we take her game from Idol (yes, the accessible adults only sex game) and make it into a reality (oh...the Illinois Board of Trustees is gonna love THIS! hehehe)? We'll be using the Torque engine. Maybe we should have a bigger Torque session at GDC since we'll have the game and then the [cc] stuff plus maybe more. The advantage...we can use sex in the title. :D Michelle >Hi, > >Good idea (this project) but why oh why ... PONG?? There are >currently several of these projects going on, ranging from bluetooth >hug-tshirts to the USB dildo's, and this is one of the very few to >incorporate a game. I think it is a very bad idea to have chosen >Pong for this, it's like playing 2 games at once... mmm, I'll >forward it to my professor, who still wants to design a >peniscontrollor. > >Greets, > >Richard (first impression)... > >----- Original Message ----- >From: Eelke Folmer >To: games_access at igda.org >Sent: Saturday, June 16, 2007 11:04 AM >Subject: [games_access] intimate controllers > >http://www.wired.com/culture/lifestyle/commentary/sexdrive/2007/06/sexdrive_0615 > >Don't know if these are more accessible ;-) > >cheers Eelke > > >-- >---------------------------------------------------------------------------- >Eelke Folmer Assistant Professor >Department of CS&E/171 >University of Nevada Reno, Nevada 89557 >Game interaction design www.helpyouplay.com >---------------------------------------------------------------------------- > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Sat Jun 16 14:13:53 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 16 Jun 2007 13:13:53 -0500 Subject: [games_access] Thinking about GDC 08's competition In-Reply-To: <00b401c7aba6$2346ecc0$6402a8c0@Delletje> References: <006501c7995f$f62289f0$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><00a201c7a2f1$b93959b0$6501a 8c0@Inspiron><0e5e01c7a351$09347620$0302a8c0@OneSwitch> <836db6300706051610t35a93f21x7c1ce557fa619c88@mail.gmail.com> <00b401c7aba6$2346ecc0$6402a8c0@Delletje> Message-ID: Just one thing to add -- no one from Idol is mad at us (ie, Ernest and Noah) so we haven't lost them as at least advisors and supporters of accessibility. I've had several post-GDC conversations with all of them. Basically the whole judging idea was a big bust according to the contestants and we now know we can't do anything like that "on the fly" -- Thomas suggested a while back that if we did do a contest for next year that we see the games a month in advance. I'm not stuck on having a competition again this year at GDC. Also, Raph Koster ("The Theory of Fun") is very interested in doing something with us at GDC. That came after my run on Terra Nova. I was thinking that the IGDA track session could be a panel discussion (well organized!) with some influential people instead of going the "contest AT GDC route." [We can still do the fall contest and show the results in some fashion.] Also, Idol was up against Raph so now we've solved that -- he can't be scheduled against us again. :D And I've also met a few "accessibility -- hell no!" people after Terra Nova...add in one of those to the mix and we could have a really interesting little panel war. Controversy does sell... And Arcade will be replaced by the Expo booth. So I agree that we should be more spread out this year rather than having every session be "the whole SIG" (we'll need someone at the booth at all times anyway). That way people know what SIG sessions they "own." As we're all thinking about this, we need to keep in mind how many passes we will need this year -- I'll need a rough headcount soon. We just need to make sure that no one ends up with just an expo pass. That and making sure we plug the hell out of our stuff -- so proposals might read "Eelke Folmer and Reid Kimball of the IGDA GA SIG will talk about..." and sessions might end with "check out our booth for more!" Thinking...thinking...we should probably think about some booth giveaways -- something cheap to hand out to everyone (pens, post it note pads...something) and then a few super gifts for winning a raffle or something. Michelle >Hi, > > >1) > I think we as the IGDA/GA SIG should consider organizing a small >>accessibility contest in the fall on gamedev or some other sites or >>our own and report the results in the experimental game play workshop >>of jonathan blow. > >Good idea but would Jonathan Blow mind to share his time? Well over >a year ago Sander and I set up the Experimental Audio Games Section >on AudioGames.net, where we made available the audio games our >students made. See here: >http://www.audiogames.net/playcenter/index_exp.php . Some are really >done well. I had the idea to do an Audio Games talk at next years >GDC anyway - as part of the Audio Track - and to do a presentation >of what the students made. If one thing became clear to me in the >discussions following this years GDC was that, aside from IGDA >talks, we need talks in more specialized tracks. My field of study >still is game audio (more than (game) accessibility at the moment >;). This year the opening speech of GDC Game Audio Boot Camp >mentioned "audio games" and the fact that "blind people now play >games too". And fuck, I wasn't even there to do a talk :( GDC Austin >asked me last year to do a talk on audio games but unfortunately I >couldn't (because of Brighton I think). Now, this year I've been >asked again. This subject is a fun, off-topic subject for many game >audio specialists out there (who usually only go on and on about >licenses and tools) and really hits home since all these audio >specialists are really audio lunatics (or: sonolunatics) who love >everything that has to do with creativity and sound. So instead of >asking Jonathan, what about doing multiple presentations on very >specific subjects: > >"audio games" > audio track >"experimental accessible games competition" > experimental game play >workshop (what track was that?) >"single switch games" > mobile game track >"case study: making the torque engine accessible" > programming track >"10 accessibility design patterns" > game design track >etc. > >and maybe only do the Accessibility Arcade in the IGDA track? > >Err..? > > > > >----- Original Message ----- From: "Eelke Folmer" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Wednesday, June 06, 2007 1:10 AM >Subject: Re: [games_access] Thinking about GDC 08's competition > >>Hi, >> >>I think we as the IGDA/GA SIG should consider organizing a small >>accessibility contest in the fall on gamedev or some other sites or >>our own and report the results in the experimental game play workshop >>of jonathan blow. (There were like 800 people attending that one this >>year). 20 minutes in workshop showing some accessible games that the >>contestants came up with can give us more exposure than organizing our >>own contest. Besides most of the "big" game designers like >>falstein/adams where already there this year and I don't see them >>wanting to do it again... unless you can book will wright I don't >>think people are eager to come see us. >> >>Especially from an effort/result point of view I see this as a much >>better and feasable option (There's plenty of indie game developers >>that want 2 minute exposure of their cool blind/deaf/physical disabled >>games) and we just report upon those in the workshop (basically >>showing 2 minute shots of each game). >> >>What do you think? they have the numbers, and accessibility is kind of >>a "experimental" gameplay. E.g. I'd like to compare it to the dogma >>movement in film (which basically puts severe restrictions on what you >>can show & how you make your movie (e.g. no special effects), >>essentially forcing game developers to be creative. Same with >>accessibility. Design a game that only uses 2 buttons and one analog >>stick (so robert can play it with his quad control) game developers >>really have to be creative to make up for the lack of having 20 >>buttons less. >> >>Lets get in touch with jonathan blow and see if he's interested? >> >>Cheers Eelke >> >> >> >> >>On 5/31/07, d. michelle hinn wrote: >>>Hey guys, >>> >>>So I'm working on next year's design challenge for GDC and I'm taking >>>the advise of the competitors from 07 into consideration: >>> >>>* Keep it to one hour >>>* No judges at all -- if judges have questions about why they felt >>>that way...I'll email you off-list >>>* Include accessibility "extra info" between the contestants or do it >>>all up front >>>* NO VIDEOS unless they are realllllllllly good and reallllllllllly >>>short (we left people in the dark with our video as fun as it was to >>>make it wasn't nearly as hilarious in real life) :) >>>* Keep things more serious without being boring >>>* Ax the "reality show" idea >>>* Cut down the number of contestants to 3 >>> >>>So right now I'm talking to people who might be involved -- Raph >>>Koster (wrote "theory of fun") is interested in either being a >>>contestant or being "mini" presenter on the challenges of >>>accessibility and fun (those of you at GDC 07 probably remember that >>>we were up against him so maybe if we get everyone famous somehow >>>involved...hehe) and then Will Wright, Dave Perry and Keita Takahashi >>>who said they were interested for 08 -- I'm imagining all will not >>>say "yes." Raph is really interested in being involved in some >>>manner. I'd like for them to be involved during even the early stages >>>so that we can present a coherent show. So I'd to have the spirit of >>>being a publisher with many competing design studios and only one >>>will get the "go" in a "go/no go" audience vote (this was Noah's >>>suggestion). So the contestants would have "checking in" meetings >>>with us as they go (to prevent "non-game presentations...we had a >>>few") and such. And I'm imagining that all contestants would have >>>"accessibility mentors" assigned to them from the SIG to make things >>>even more challenging and fun for all of us and get us all involved. >>> >>>So this isn't THE proposal...I'm just still riffing on some ideas. So >>>YOUR opinion counts so please do give it! None of last year's >>>contestants said that we should drop the whole idea -- but instead >>>change it and do it in a way that seems much more put together. >>> >>>So let's go! Let's think about our cool street cred session that >>>might get people in the door for an hour and then get them to come to >>>the expo for more! Let's think about how we can have the coolest, yet >>>non-hospital inducing sessions to raise the roof!!!! >>> >>>Michelle >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >> >> >>-- >>---------------------------------------------------------------------------- >>Eelke Folmer Assistant Professor >>Department of CS&E/171 >>University of Nevada Reno, Nevada 89557 >>Game interaction design www.helpyouplay.com >>---------------------------------------------------------------------------- >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sat Jun 16 16:03:19 2007 From: richard at audiogames.net (AudioGames.net) Date: Sat, 16 Jun 2007 22:03:19 +0200 Subject: [games_access] intimate controllers References: <836db6300706160204m1b781651w478e7b9ec66d4b63@mail.gmail.com><003201c7aff7$95b887f0$6402a8c0@Delletje> Message-ID: <003101c7b051$62b83f30$6402a8c0@Delletje> Re: [games_access] intimate controllersMmm.... maybe I can convince the HKU to do Noah's game then ... next friday ;) ----- Original Message ----- From: d. michelle hinn To: IGDA Games Accessibility SIG Mailing List Sent: Saturday, June 16, 2007 7:47 PM Subject: Re: [games_access] intimate controllers Interesting... Did I mention that Brenda Brathwaite is going to help out my class this fall as we take her game from Idol (yes, the accessible adults only sex game) and make it into a reality (oh...the Illinois Board of Trustees is gonna love THIS! hehehe)? We'll be using the Torque engine. Maybe we should have a bigger Torque session at GDC since we'll have the game and then the [cc] stuff plus maybe more. The advantage...we can use sex in the title. :D Michelle Hi, Good idea (this project) but why oh why ... PONG?? There are currently several of these projects going on, ranging from bluetooth hug-tshirts to the USB dildo's, and this is one of the very few to incorporate a game. I think it is a very bad idea to have chosen Pong for this, it's like playing 2 games at once... mmm, I'll forward it to my professor, who still wants to design a peniscontrollor. Greets, Richard (first impression)... ----- Original Message ----- From: Eelke Folmer To: games_access at igda.org Sent: Saturday, June 16, 2007 11:04 AM Subject: [games_access] intimate controllers http://www.wired.com/culture/lifestyle/commentary/sexdrive/2007/06/sexdrive_0615 Don't know if these are more accessible ;-) cheers Eelke -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- -------------------------------------------------------------------------- _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Sat Jun 16 19:51:28 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 16 Jun 2007 18:51:28 -0500 Subject: [games_access] intimate controllers In-Reply-To: <003101c7b051$62b83f30$6402a8c0@Delletje> References: <836db6300706160204m1b781651w478e7b9ec66d4b63@mail.gmail.com><003201c7aff7 $95b887f0$6402a8c0@Delletje> <003101c7b051$62b83f30$6402a8c0@Delletje> Message-ID: And convince Noah too. :) The last I heard both Ernest and Sheri were going to actually develop their games too so if Noah for some reason declines, then you could ping the other two. You know...just thinking some more here, it'd be interesting to have a session on TEACHING game accessibility. I'm sure that there's more than enough of us here that could pull together an interesting session for the education part of GDC. Just throwing around ideas here. Stop me before we get to twenty proposals. ;) Michelle >Mmm.... maybe I can convince the HKU to do Noah's game then ... next friday ;) > > >----- Original Message ----- >From: d. michelle hinn >To: IGDA Games Accessibility SIG Mailing List >Sent: Saturday, June 16, 2007 7:47 PM >Subject: Re: [games_access] intimate controllers > >Interesting... > >Did I mention that Brenda Brathwaite is going to help out my class >this fall as we take her game from Idol (yes, the accessible adults >only sex game) and make it into a reality (oh...the Illinois Board >of Trustees is gonna love THIS! hehehe)? We'll be using the Torque >engine. Maybe we should have a bigger Torque session at GDC since >we'll have the game and then the [cc] stuff plus maybe more. The >advantage...we can use sex in the title. :D > >Michelle > >>Hi, >> > > >Good idea (this project) but why oh why ... PONG?? There are >currently several of these projects going on, ranging from bluetooth >hug-tshirts to the USB dildo's, and this is one of the very few to >incorporate a game. I think it is a very bad idea to have chosen >Pong for this, it's like playing 2 games at once... mmm, I'll >forward it to my professor, who still wants to design a >peniscontrollor. > > > >Greets, > > > >Richard (first impression)... > >----- Original Message ----- > >From: Eelke Folmer > >To: games_access at igda.org > >Sent: Saturday, June 16, 2007 11:04 AM > >Subject: [games_access] intimate controllers > > >http://www.wired.com/culture/lifestyle/commentary/sexdrive/2007/06/sexdrive_0615 > > > >Don't know if these are more accessible ;-) > > > >cheers Eelke > > > >-- >---------------------------------------------------------------------------- >Eelke Folmer Assistant Professor >Department of CS&E/171 >University of Nevada Reno, Nevada 89557 >Game interaction design www.helpyouplay.com >---------------------------------------------------------------------------- > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Sun Jun 17 05:24:50 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 17 Jun 2007 11:24:50 +0200 Subject: [games_access] Teaching GA - session (was: intimate controllers) References: <836db6300706160204m1b781651w478e7b9ec66d4b63@mail.gmail.com><003201c7aff7$95b887f0$6402a8c0@Delletje> <003101c7b051$62b83f30$6402a8c0@Delletje> Message-ID: <002b01c7b0c1$5b2e34c0$6402a8c0@Delletje> Re: [games_access] intimate controllersHi, Interesting idea (teaching). I've been doing a 2 hour-lesson or two per year for my game design students on the subject (well, aside from the audio games lesson), but which was really really basic. But: what would such a session constitute of? Get to learn how to teach GA? Or: get to learn what to teach OF GA? Greets, Richard ----- Original Message ----- From: d. michelle hinn To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, June 17, 2007 1:51 AM Subject: Re: [games_access] intimate controllers And convince Noah too. :) The last I heard both Ernest and Sheri were going to actually develop their games too so if Noah for some reason declines, then you could ping the other two. You know...just thinking some more here, it'd be interesting to have a session on TEACHING game accessibility. I'm sure that there's more than enough of us here that could pull together an interesting session for the education part of GDC. Just throwing around ideas here. Stop me before we get to twenty proposals. ;) Michelle Mmm.... maybe I can convince the HKU to do Noah's game then ... next friday ;) ----- Original Message ----- From: d. michelle hinn To: IGDA Games Accessibility SIG Mailing List Sent: Saturday, June 16, 2007 7:47 PM Subject: Re: [games_access] intimate controllers Interesting... Did I mention that Brenda Brathwaite is going to help out my class this fall as we take her game from Idol (yes, the accessible adults only sex game) and make it into a reality (oh...the Illinois Board of Trustees is gonna love THIS! hehehe)? We'll be using the Torque engine. Maybe we should have a bigger Torque session at GDC since we'll have the game and then the [cc] stuff plus maybe more. The advantage...we can use sex in the title. :D Michelle Hi, Good idea (this project) but why oh why ... PONG?? There are currently several of these projects going on, ranging from bluetooth hug-tshirts to the USB dildo's, and this is one of the very few to incorporate a game. I think it is a very bad idea to have chosen Pong for this, it's like playing 2 games at once... mmm, I'll forward it to my professor, who still wants to design a peniscontrollor. Greets, Richard (first impression)... ----- Original Message ----- From: Eelke Folmer To: games_access at igda.org Sent: Saturday, June 16, 2007 11:04 AM Subject: [games_access] intimate controllers http://www.wired.com/culture/lifestyle/commentary/sexdrive/2007/06/sexdrive_0615 Don't know if these are more accessible ;-) cheers Eelke -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- ---------------------------------------------------------------------- _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------------------------------------------------------------------- _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Sun Jun 17 05:44:21 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 17 Jun 2007 11:44:21 +0200 Subject: [games_access] offtopic: closed captions and YouTube References: <836db6300706160204m1b781651w478e7b9ec66d4b63@mail.gmail.com><003201c7aff7$95b887f0$6402a8c0@Delletje> <003101c7b051$62b83f30$6402a8c0@Delletje> <002b01c7b0c1$5b2e34c0$6402a8c0@Delletje> Message-ID: <005701c7b0c4$166ae010$6402a8c0@Delletje> Re: [games_access] intimate controllersHi, A bit offtopic, but since there recently was a conversation concerning YouTube and [CC], I'd wanted to let you know I just learned about YouTube Remixer: http://www.youtube.com/ytremixer_about This service will allow you to add open/burned captions to your you YouTube movies. Maybe not ideal, also in practice, but certainly a step forward. Greets, Richard -------------- next part -------------- An HTML attachment was scrubbed... URL: From cataclysmicknight at gmail.com Sun Jun 17 09:16:37 2007 From: cataclysmicknight at gmail.com (Charles Jackson) Date: Sun, 17 Jun 2007 09:16:37 -0400 Subject: [games_access] Michelle's back In-Reply-To: References: <20070615192345.ARC88418@expms2.cites.uiuc.edu> Message-ID: Agreed - family comes first! We'll always be here later :) On 6/16/07, Reid Kimball wrote: > Very sorry to hear about your sister's health. Nothing to apologize for. > > On 6/15/07, hinn at uiuc.edu wrote: > > Hi everyone, > > > > It's going to take me the weekend to catch up on all my mail that I missed while I was at the hospital at University of Michigan. My sister in law was diagnosed with end stage ovarian cancer so she has very little time, as the cancer was everywhere. She went from going in to see a doctor for digestion problems and now she's in hospital dying...all in the matter of a few days. It's especially not easy knowing that she's only 35 and this is a cancer that usually shows up after 50 or 60 years of age. > > > > So...I just wanted to let everyone know that I was back and to apologize for my complete cyber absence. > > > > FYI -- there's some major stuff going on with IGDA and web presence and I'm trying to sort out what that means for our site. From what I can see, the other SIG chairs are pretty upset so once I've caught up on that I will let you all know what's happening. > > > > Great news about the Torque engine -- I'm replying to that email as I write this. I'll be interested to see the discussion on that and promote it to Josh at Garage (if someone already hasn't done that). > > > > So give me the weekend to catch up and see what's happening with everyone! > > > > Michelle > > ....................................... > > these are mediocre times and people are > > losing hope. it's hard for many people > > to believe that there are extraordinary > > things inside themselves, as well as > > others. i hope you can keep an open > > mind. > > -- "unbreakable" > > ....................................... > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > -- Crush the Critters: a Whack-a-Mole adventure for your feet! http://www.hedonismgames.com From hinn at uiuc.edu Sun Jun 17 16:43:58 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 17 Jun 2007 15:43:58 -0500 Subject: [games_access] Teaching GA - session (was: intimate controllers) In-Reply-To: <002b01c7b0c1$5b2e34c0$6402a8c0@Delletje> References: <836db6300706160204m1b781651w478e7b9ec66d4b63@mail.gmail.com><003201c7aff7 $95b887f0$6402a8c0@Delletje> <003101c7b051$62b83f30$6402a8c0@Del letje> <002b01c7b0c1$5b2e34c0$6402a8c0@Delletje> Message-ID: Well it could be interesting to collect the different approaches from doing one lesson to teaching a whole course based around it. I was thinking that the session would be learning what to TEACH of GA. I think how to teach it probably belongs in the domain of education conferences like the one at University of Wisconsin, etc. But in the "what to teach" there is always room for sharing how that was actually taught. So it could be a little bit of both. There are two textbooks that mention GA now (Jeannie Novak's, which is in her book, and Ernest Adams', which is an online companion to the book so instructors using those books could benefit from learning how to teach that info and in how much more depth they can include. I mean there's "THE BOOK" (SIG book) but I don't see that being widely adopted as a course text unless it was like my class that was all about accessibility. I can see chapters being used and I think that the biggest audience will, of course, be game devs. [Btw, my revision of the contract is almost finished...seems like the first chapter or so of the book could come directly from my dissertation so that's cool! I imagine that will be the case for you and others for some other chapters!] I would think that it would be interesting and informative to provide a few different lesson plans that the audience can take with them and automatically (and/or with revisions to make it personal) include in their own classes. That way they can see what topics were covered. I see another role of the SIG as getting more instructors to include the topic in design courses. Women and games has definitely seen a surge in how often lecturers include that in their syllabi. After all, the students are our future designers and researchers and it works well with our other idea of moving from arcade to an expo booth in order to reach more design students who can only afford an expo or other limited pass. The session might also attract some serious games for training folks who might be interested in running an accessibility workshop at their company (ie, a company might send one person to GDC and that person can return with an "instant lesson plan" to teach to others back at their company). It runs parallel with the efforts of you and Sander with audio game maker, Reid and Eelke's [cc] work, and Dimitris' "Game Over," Barrie's hardware work, and (I know I'm not including half the list) more. We want to strike at multiple angles and since several of us are instructors, we can attack that angle while others in the SIG attack other angles that are more attractive to devs, publishers, students, etc. As Ben mentioned a while back, we're bumping up against success -- we just need to spread out a bit and let those with expertise in one area run the show for one session and others run other sessions. They would still be SIG sessions (it's easier to get them accepted when presented as being SIG-related) but with added value of having different people "owning" sessions. That way we don't get "too general" comments back from the audience. Man...I type some long emails, huh? Michelle >Hi, > >Interesting idea (teaching). I've been doing a 2 hour-lesson or two >per year for my game design students on the subject (well, aside >from the audio games lesson), but which was really really basic. >But: what would such a session constitute of? Get to learn how to >teach GA? Or: get to learn what to teach OF GA? > >Greets, > >Richard > >----- Original Message ----- >From: d. michelle hinn >To: IGDA Games Accessibility SIG Mailing List >Sent: Sunday, June 17, 2007 1:51 AM >Subject: Re: [games_access] intimate controllers > >And convince Noah too. :) The last I heard both Ernest and Sheri >were going to actually develop their games too so if Noah for some >reason declines, then you could ping the other two. > >You know...just thinking some more here, it'd be interesting to have >a session on TEACHING game accessibility. I'm sure that there's more >than enough of us here that could pull together an interesting >session for the education part of GDC. > >Just throwing around ideas here. Stop me before we get to twenty proposals. ;) > >Michelle -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Sun Jun 17 17:10:49 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 17 Jun 2007 23:10:49 +0200 Subject: [games_access] Teaching GA - session (was: intimate controllers) References: <836db6300706160204m1b781651w478e7b9ec66d4b63@mail.gmail.com><003201c7aff7$95b887f0$6402a8c0@Delletje><003101c7b051$62b83f30$6402a8c0@Delletje> <002b01c7b0c1$5b2e34c0$6402a8c0@Delletje> Message-ID: <005d01c7b123$fb857e30$6402a8c0@Delletje> Re: [games_access] Teaching GA - session (was: intimate cMan, I like your long emails ;) Good points, Michelle, completely agree with the teach OF AG-approach. What wasn't said was which teachers do we target, so for now I assume teachers of courses that deal with game industry jobs. What we maybe can do is make a small list of 7-15 types of courses that deal with the game industry jobs, like: - game design (many general courses named like this) - game audio design - modelling - game interface design (most likely part of interaction design?) - game programming - err... etc. etc. Don't really know what most coursenames are ;) Anyway, if we have a list of 7-15 types (or more or less if we feel like it) and then for each course write a small list of subjects that is appropiate for that course, so: - Game Audio Design: audio games, games for the blind, auditory interface design, auditory accessibility issues AND solutions ("not only how to help gamers who cannot see, but also learn about which gamers cannot use your audio designs"), etc. - Interaction Design: accessibility issues with interface design, HUD design, etc. - Game Programming: controller remapping for beginners (or: "make our game work with 10 controllers") - etc. Something like that? Greets, Ries ----- Original Message ----- From: d. michelle hinn To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, June 17, 2007 10:43 PM Subject: Re: [games_access] Teaching GA - session (was: intimate controllers) Well it could be interesting to collect the different approaches from doing one lesson to teaching a whole course based around it. I was thinking that the session would be learning what to TEACH of GA. I think how to teach it probably belongs in the domain of education conferences like the one at University of Wisconsin, etc. But in the "what to teach" there is always room for sharing how that was actually taught. So it could be a little bit of both. There are two textbooks that mention GA now (Jeannie Novak's, which is in her book, and Ernest Adams', which is an online companion to the book so instructors using those books could benefit from learning how to teach that info and in how much more depth they can include. I mean there's "THE BOOK" (SIG book) but I don't see that being widely adopted as a course text unless it was like my class that was all about accessibility. I can see chapters being used and I think that the biggest audience will, of course, be game devs. [Btw, my revision of the contract is almost finished...seems like the first chapter or so of the book could come directly from my dissertation so that's cool! I imagine that will be the case for you and others for some other chapters!] I would think that it would be interesting and informative to provide a few different lesson plans that the audience can take with them and automatically (and/or with revisions to make it personal) include in their own classes. That way they can see what topics were covered. I see another role of the SIG as getting more instructors to include the topic in design courses. Women and games has definitely seen a surge in how often lecturers include that in their syllabi. After all, the students are our future designers and researchers and it works well with our other idea of moving from arcade to an expo booth in order to reach more design students who can only afford an expo or other limited pass. The session might also attract some serious games for training folks who might be interested in running an accessibility workshop at their company (ie, a company might send one person to GDC and that person can return with an "instant lesson plan" to teach to others back at their company). It runs parallel with the efforts of you and Sander with audio game maker, Reid and Eelke's [cc] work, and Dimitris' "Game Over," Barrie's hardware work, and (I know I'm not including half the list) more. We want to strike at multiple angles and since several of us are instructors, we can attack that angle while others in the SIG attack other angles that are more attractive to devs, publishers, students, etc. As Ben mentioned a while back, we're bumping up against success -- we just need to spread out a bit and let those with expertise in one area run the show for one session and others run other sessions. They would still be SIG sessions (it's easier to get them accepted when presented as being SIG-related) but with added value of having different people "owning" sessions. That way we don't get "too general" comments back from the audience. Man...I type some long emails, huh? Michelle Hi, Interesting idea (teaching). I've been doing a 2 hour-lesson or two per year for my game design students on the subject (well, aside from the audio games lesson), but which was really really basic. But: what would such a session constitute of? Get to learn how to teach GA? Or: get to learn what to teach OF GA? Greets, Richard ----- Original Message ----- From: d. michelle hinn To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, June 17, 2007 1:51 AM Subject: Re: [games_access] intimate controllers And convince Noah too. :) The last I heard both Ernest and Sheri were going to actually develop their games too so if Noah for some reason declines, then you could ping the other two. You know...just thinking some more here, it'd be interesting to have a session on TEACHING game accessibility. I'm sure that there's more than enough of us here that could pull together an interesting session for the education part of GDC. Just throwing around ideas here. Stop me before we get to twenty proposals. ;) Michelle ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From agdev at thechases.com Thu Jun 21 12:18:41 2007 From: agdev at thechases.com (Tim Chase) Date: Thu, 21 Jun 2007 11:18:41 -0500 Subject: [games_access] Autism, robots, and play-skills Message-ID: <467AA4E1.3050503@thechases.com> While there's not as much talk on the list about autism compared to visual/auditory/mobility imparements on the list, this came through on one of my feeds: http://www.computerworld.com/action/article.do?command=viewArticleBasic&articleId=9025258 and thought that it would be good to have in the archives. -tim From hinn at uiuc.edu Thu Jun 21 12:55:25 2007 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Thu, 21 Jun 2007 11:55:25 -0500 (CDT) Subject: [games_access] Autism, robots, and play-skills Message-ID: <20070621115525.ARI02152@expms2.cites.uiuc.edu> Interesting! Actually my nephew is autistic so this is something I'm personally interested in. Thanks for sharing, Tim! Michelle ---- Original message ---- >Date: Thu, 21 Jun 2007 11:18:41 -0500 >From: Tim Chase >Subject: [games_access] Autism, robots, and play-skills >To: IGDA Games Accessibility SIG Mailing List > >While there's not as much talk on the list about autism compared >to visual/auditory/mobility imparements on the list, this came >through on one of my feeds: > >http://www.computerworld.com/action/article.do?command=viewArticleBasic&articleId=9025258 > >and thought that it would be good to have in the archives. > >-tim > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access ....................................... these are mediocre times and people are losing hope. it's hard for many people to believe that there are extraordinary things inside themselves, as well as others. i hope you can keep an open mind. -- "unbreakable" ....................................... From hinn at uiuc.edu Thu Jun 21 13:03:13 2007 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Thu, 21 Jun 2007 12:03:13 -0500 (CDT) Subject: [games_access] IGDA GA SIG Website -- feedback needed Message-ID: <20070621120313.ARI03067@expms2.cites.uiuc.edu> Hi everyone, I know some of you are more up to date than I am on web accessibility stuff. The IGDA is moving towards a web 2.0 set of tools for their entire site, including our SIG site (which is why updating the site has been on hold, amongst other life crises). Can someone point me to a VERY easy to follow and understand set of web accessibility requirements (ie, not the stuff that requires reading 900 pages of very nitpicky stuff but more of a "ok THESE are the top things you need to know" guide)? I've been asked by the IGDA for help in making sure our own resources, as well as the rest of the IGDA resources, are accessible as they move to this new system. The IGDA will then pass the web accessibility info to their dev team to implement. Thanks everyone! Michelle ....................................... these are mediocre times and people are losing hope. it's hard for many people to believe that there are extraordinary things inside themselves, as well as others. i hope you can keep an open mind. -- "unbreakable" ....................................... From agdev at thechases.com Thu Jun 21 13:47:57 2007 From: agdev at thechases.com (Tim Chase) Date: Thu, 21 Jun 2007 12:47:57 -0500 Subject: [games_access] IGDA GA SIG Website -- feedback needed In-Reply-To: <20070621120313.ARI03067@expms2.cites.uiuc.edu> References: <20070621120313.ARI03067@expms2.cites.uiuc.edu> Message-ID: <467AB9CD.7010100@thechases.com> > Can someone point me to a VERY easy to follow and understand > set of web accessibility requirements (ie, not the stuff that > requires reading 900 pages of very nitpicky stuff but more of > a "ok THESE are the top things you need to know" guide)? My general understanding is that it can be summed up in a few basic ideas on which the 900 pages all rest: - use markup for its semantic meaning not for its presentation (CSS can make it look like what you want... http://csszengarden.com demonstrates this wonderfully where every demo page uses the same underlying semantically marked-up HTML yet offers hundreds of user experiences via CSS) - use JavaScript to enhance, but don't rely on its functionality - use ALT tags for images and caption audio - don't rely on color alone to convey meaning Not all that complex. A couple good resources: - http://www.diveintoaccessibility.org/ - http://joeclark.org/book/sashay/serialization/ - http://en.wikipedia.org/wiki/Progressive_enhancement - http://domscripting.com/blog/display/41 - http://alistapart.com/topics/userscience/accessibility/ + http://alistapart.com/articles/accessibilityseo + http://alistapart.com/articles/wiwa The first two (DIA and Joe Clark) are the cream of the crop. The first uses a walkthrough, addressing issues for "personas" (as discussed earlier on the list) while the second addresses particular web topics. It may not be exactly what you're looking for, but they'd be where I'd start. -tim From barrie.ellis at oneswitch.org.uk Thu Jun 21 16:03:24 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 21 Jun 2007 21:03:24 +0100 Subject: [games_access] IGDA GA SIG Website -- feedback needed References: <20070621120313.ARI03067@expms2.cites.uiuc.edu> Message-ID: <034701c7b43f$39fd2820$0202a8c0@OneSwitch> This seems like a good top 10 accessibility pointers for good accessible web design: http://www.webcredible.co.uk/user-friendly-resources/web-accessibility/testing-web-accessibility.shtml It also has links to web-testing software for strict accessibility. People often forget how important images are for many people to help them understand - and to improve how easy it is to read a page. Using plain clear English is very important too. I think on this list we often use terms and abbreviations that are not common knowledge. For the web-site we really must explain everything clearly: http://www.plainenglish.co.uk/ Barrie www.OneSwitch.org.uk ----- Original Message ----- From: To: "IGDA Games Accessibility SIG Mailing List" Sent: Thursday, June 21, 2007 6:03 PM Subject: [games_access] IGDA GA SIG Website -- feedback needed > Hi everyone, > > I know some of you are more up to date than I am on web accessibility > stuff. The IGDA is moving towards a web 2.0 set of tools for their entire > site, including our SIG site (which is why updating the site has been on > hold, amongst other life crises). > > Can someone point me to a VERY easy to follow and understand set of web > accessibility requirements (ie, not the stuff that requires reading 900 > pages of very nitpicky stuff but more of a "ok THESE are the top things > you need to know" guide)? I've been asked by the IGDA for help in making > sure our own resources, as well as the rest of the IGDA resources, are > accessible as they move to this new system. The IGDA will then pass the > web accessibility info to their dev team to implement. > > Thanks everyone! > Michelle > ....................................... > these are mediocre times and people are > losing hope. it's hard for many people > to believe that there are extraordinary > things inside themselves, as well as > others. i hope you can keep an open > mind. > -- "unbreakable" > ....................................... > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From richard at audiogames.net Fri Jun 22 04:30:58 2007 From: richard at audiogames.net (AudioGames.net) Date: Fri, 22 Jun 2007 10:30:58 +0200 Subject: [games_access] IGDA GA SIG Website -- feedback needed References: <20070621120313.ARI03067@expms2.cites.uiuc.edu> <034701c7b43f$39fd2820$0202a8c0@OneSwitch> Message-ID: <004201c7b4a7$a8e84180$6402a8c0@Delletje> Or if you want all the basics, the differences between Euro and US standards, and pretty graphics, read my brochure: http://www.hp.com/hpinfo/abouthp/accessibility/webaccessibility/accessibility_brochure.pdf (PDF) ----- Original Message ----- From: "Barrie Ellis" To: "IGDA Games Accessibility SIG Mailing List" Sent: Thursday, June 21, 2007 10:03 PM Subject: Re: [games_access] IGDA GA SIG Website -- feedback needed > This seems like a good top 10 accessibility pointers for good accessible > web design: > > http://www.webcredible.co.uk/user-friendly-resources/web-accessibility/testing-web-accessibility.shtml > > It also has links to web-testing software for strict accessibility. People > often forget how important images are for many people to help them > understand - and to improve how easy it is to read a page. Using plain > clear English is very important too. I think on this list we often use > terms and abbreviations that are not common knowledge. For the web-site we > really must explain everything clearly: http://www.plainenglish.co.uk/ > > Barrie > www.OneSwitch.org.uk > > > > > ----- Original Message ----- > From: > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Thursday, June 21, 2007 6:03 PM > Subject: [games_access] IGDA GA SIG Website -- feedback needed > > >> Hi everyone, >> >> I know some of you are more up to date than I am on web accessibility >> stuff. The IGDA is moving towards a web 2.0 set of tools for their entire >> site, including our SIG site (which is why updating the site has been on >> hold, amongst other life crises). >> >> Can someone point me to a VERY easy to follow and understand set of web >> accessibility requirements (ie, not the stuff that requires reading 900 >> pages of very nitpicky stuff but more of a "ok THESE are the top things >> you need to know" guide)? I've been asked by the IGDA for help in making >> sure our own resources, as well as the rest of the IGDA resources, are >> accessible as they move to this new system. The IGDA will then pass the >> web accessibility info to their dev team to implement. >> >> Thanks everyone! >> Michelle >> ....................................... >> these are mediocre times and people are >> losing hope. it's hard for many people >> to believe that there are extraordinary >> things inside themselves, as well as >> others. i hope you can keep an open >> mind. >> -- "unbreakable" >> ....................................... >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Fri Jun 22 05:57:45 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 22 Jun 2007 10:57:45 +0100 Subject: [games_access] Interlude Video Message-ID: <04dc01c7b4b3$d1384520$0202a8c0@OneSwitch> Thinking this would appeal to some in the light of the ManHunt 2 furore in the UK (espeically Eelke)... http://www.youtube.com/watch?v=MlIYDLmdn-0 (15+ video) -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Fri Jun 22 06:03:36 2007 From: richard at audiogames.net (AudioGames.net) Date: Fri, 22 Jun 2007 12:03:36 +0200 Subject: [games_access] Interlude Video References: <04dc01c7b4b3$d1384520$0202a8c0@OneSwitch> Message-ID: <001d01c7b4b4$9d4a8c90$6402a8c0@Delletje> Not only UK, the whole of Europe ;) ----- Original Message ----- From: Barrie Ellis To: IGDA GA mailing list Sent: Friday, June 22, 2007 11:57 AM Subject: [games_access] Interlude Video Thinking this would appeal to some in the light of the ManHunt 2 furore in the UK (espeically Eelke)... http://www.youtube.com/watch?v=MlIYDLmdn-0 (15+ video) ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From error404notfound at gmail.com Fri Jun 22 09:25:30 2007 From: error404notfound at gmail.com (Jennie Stenhouse) Date: Fri, 22 Jun 2007 14:25:30 +0100 Subject: [games_access] Hello World! Message-ID: <3dcf6df00706220625g6269f60dkeb26094c7593154e@mail.gmail.com> Hello Every one I thought I would introduce my self.. My name is Jennie Stenhouse and I am really really keen to be involved in the OLPC project particually with accesiblity, I am a programmer and designer. Currently working in the Games Industry.. I would say I am particully intreasted in the oppitunitys that the camera and mic have to offer us in making the laptop really usable by everyone. I have an idea for a set of eduacational games/activitys as well as another app which I think is similar to the etoys activity but with camera and/or mic for interaction as well as basic touch pad gestures... I am also really intreasted in the recording of narratives of the children and the communitys who recive the laptops. Basically this is such a wicked oppitunity for every one to catch glimpses of peoples lives whom usally dont have the oppitunity to share them.. Even if we look into some sort of mapping that can take regular activitys/games etc and change the inputs to be from mic or camera.... I am not thinking any major processing on this ( the laptop just can't hack anything uber intensive ) but offering another method of interaction is always a good thing... I know that the project is focused on children ( who may be more ready to adapt to whats gotta be a weird way to interact if you have never done it before ) but there are other community members that are going to be key in making the project a success. Do we have any accesss to numbers of what type of dissablitys that we are primed to encounter? I would be more than happy to help out in any way possible ! can ya tell I am keen! Cheers Jennie. From error404notfound at gmail.com Fri Jun 22 10:12:45 2007 From: error404notfound at gmail.com (Jennie Stenhouse) Date: Fri, 22 Jun 2007 15:12:45 +0100 Subject: [games_access] games_access Digest, Vol 36, Issue 25 In-Reply-To: References: Message-ID: <3dcf6df00706220712h133129e8k8e9a21750b75013b@mail.gmail.com> Hey all sorry about that confusing post! meant to be going to the OLPC accessablity list, My bad! But then again might be something that people are intreasted on here too. Cheers, Jennie From barrie.ellis at oneswitch.org.uk Fri Jun 22 10:36:34 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 22 Jun 2007 15:36:34 +0100 Subject: [games_access] games_access Digest, Vol 36, Issue 25 References: <3dcf6df00706220712h133129e8k8e9a21750b75013b@mail.gmail.com> Message-ID: <05d801c7b4da$bc2ec380$0202a8c0@OneSwitch> No worries... I wonder if the OLPC would be interested in including the odd freeware accessible game or two? Barrie www.Oneswitch.org.uk ----- Original Message ----- From: "Jennie Stenhouse" To: Sent: Friday, June 22, 2007 3:12 PM Subject: Re: [games_access] games_access Digest, Vol 36, Issue 25 > Hey all > > sorry about that confusing post! meant to be going to the OLPC > accessablity list, My bad! > But then again might be something that people are intreasted on here too. > > Cheers, > > Jennie > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From nogai2001 at yahoo.com Fri Jun 22 11:06:56 2007 From: nogai2001 at yahoo.com (Anyaegbu Nonso) Date: Fri, 22 Jun 2007 08:06:56 -0700 (PDT) Subject: [games_access] BOARD GAME AS A MEDIUM OF MASS COMMUNICATION Message-ID: <883248.42449.qm@web90612.mail.mud.yahoo.com> I am interested in undertaking a research on board games as a medium of mass communication. How do i access materials for this. Regards Gaius A ____________________________________________________________________________________ Choose the right car based on your needs. Check out Yahoo! Autos new Car Finder tool. http://autos.yahoo.com/carfinder/ From barrie.ellis at oneswitch.org.uk Fri Jun 22 11:21:52 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 22 Jun 2007 16:21:52 +0100 Subject: [games_access] BOARD GAME AS A MEDIUM OF MASS COMMUNICATION References: <883248.42449.qm@web90612.mail.mud.yahoo.com> Message-ID: <061e01c7b4e1$10201dd0$0202a8c0@OneSwitch> www.google.com ----- Original Message ----- From: "Anyaegbu Nonso" To: Sent: Friday, June 22, 2007 4:06 PM Subject: [games_access] BOARD GAME AS A MEDIUM OF MASS COMMUNICATION >I am interested in undertaking a research on board > games as a medium of mass communication. How do i > access materials for this. > Regards > > Gaius A > > > > ____________________________________________________________________________________ > Choose the right car based on your needs. Check out Yahoo! Autos new Car > Finder tool. > http://autos.yahoo.com/carfinder/ > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From barrie.ellis at oneswitch.org.uk Mon Jun 25 13:17:49 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 25 Jun 2007 18:17:49 +0100 Subject: [games_access] Sid Meier and Barry Caudill Sit Down With AbleGamers Message-ID: <010001c7b74c$c22bdb00$0202a8c0@OneSwitch> Great interview, cribbed from AbleGamers: http://ablegamers.com/content/view/41/63/... We should get in touch with them too I think... Barrie www.OneSwitch.org.uk -------------------------------------------------------------------------------- Written by Mark C. Barlet Saturday, 26 May 2007 I have been working on getting able gamers an interview with the legendary Sid Meier for over a year. Sending my first inquiry to Firaxis on May 18, 2006. At the time we received a positive response, but it seemed the activities around Railroads! caused our interview to be derailed. So I was all excited when a little over a month ago I was able to get the attention of the folks at Firaxis again. In short, Ablegamers was able to get an interview from Firaxis, but Sid was to busy for the interview. I admit I am disappointed, the views of someone as legendary as Sid would help the plight of disabled gamers all over the world, because when Sid talks, game developers listen. He was able to give us an opening statement, and for that I am grateful. That being said, Barry Caudill, Executive Producer, Firaxis Games sat down with us. Now I admire Barry a l lot, and he and I have a lot in common, he is a musician, as am I. He also started life as in the Quality Assurance department, and I have been in QA for 12 years, currently heading a QA department here in the tech corridor of Northern Virginia. Someday I hope to have Barry's job, just don't tell him. I am still holding out for an interview with Sid... Sid Meier: Hello AbleGamers! We're happy that Mark approached us for an interview. Its been a great introduction to your website and the start of what we hope to be a mutually beneficial relationship with your community. We want our games to be played and enjoyed by as many people as possible, and we're always looking for ways to achieve that goal. Firaxis has a very active and vocal fan community and the thoughts, ideas and concerns we hear from them have a big impact on the games we make. We invite you to become part of our community and look forward to hearing from you. Stay Civilized, Sid Meier Ablegamers: Do you take into account this large disabled segment of the US population (comparable to other nations as well) when developing games? Barry Caudill: We do make attempts to accommodate as many people as possible when designing our games. For example, we did include the ability to map any key to any action when we were developing Pirates. Mostly we work to support the predominant control systems available (keyboard, mouse, gamepad, joystick) wherever we can so people can choose what they want to use where it makes sense. We would be interested in hearing more about what the disabled community needs from our games. AG: Do you think that the disabled demographic is an underutilized market for mainstream games? BC: I have no frame of reference from which to answer this question. I think you'd be a better judge of that. AG: What is Firaxis Games doing to support the people with disabilities within the gaming community? BC: There is such a wide range of disabilities which makes it challenging to know exactly what players with disabilities need in games. We've made some accommodations with keyboard mapping, better user interfaces, and more graphic visuals and sound. Again, we're open to hearing more from disabled folks in the gaming community, we want everyone to enjoy our games AG: When you take a game into beta testing, have you ever intentionally brought people in that are disabled? BC: No we haven't specifically looked for people with disabilities for our beta testing teams. We want folks who are passionate about our games - we don't ask questions about their physical and mental abilities when looking for testers. Having said that, there may well be folks with disabilities on our beta teams, they just haven't identified themselves as such. AG: I know a few that would help (*Wink*) BC: We can always use more help (wink right back atcha ;) and we'd welcome your participation. AG: Simple changes to game interfaces, such as the ability to custom map actions to the keyboard or other input devices on the market (many for people with disabilities), or alternatives to the drag and drop (very hard for many) could make games better gamers with disabilities as well as those without. Do you think it is worth a developer's time to add these features to games? BC: I think we are in favor of adding anything that helps people play the game - provided it doesn't somehow hamper the overall intended game experience. AG: Nate, my partner in crime on AbleGamers.com, has a motor/muscular disorder; he says the best way for a fully able bodies person to understand what it is like to suffer from tremors or tactile issues is to try imagining the following scenarios: That one or both of your arms has fallen asleep, how well could you play the game? That you are shivering from the cold, how would that affect playability? Imagining that, would you still want to play the games you loved? If so, how would you do it? BC: I don't have a clue. It's incredibly hard for me to imagine exactly how I would feel under such circumstances and it's equally hard to imagine not being able to play the games I love. If Nate has some ideas to share with us we'd like to hear them. AG: Let me ask you something that has stumped me. There are 7.9 Million people in the US who have a vision-related disability, with 1.8 million unable to see at all (according to the US Census Bureau), do you think main-stream gaming industry could do a better job trying to make games accessible to the visually impaired? Any ideas how? BC: The mainstream gaming industry is a very visual medium so it's definitely a challenge figuring out how to create the full game experience for the visually impaired. I think there could be an alternative kind of game designed around auditory clues or other forms of sensory perception. Games like this would probably require some form of private funding to get off the ground. AG: In addition, before we go, we at AbleGamers.com want to thank you for your time, I am sure that you are a very busy man with the expansion to Civ4 and maybe a Railroads! expansion also being worked on. So my last few questions: Has this interview made you further consider the issue of people with disabilities and how they play video games? BC: Yes it has. I'm looking forward to hearing more from the community with ideas on how we can make our games more accessible. AG: Will you factor that thought into currently developing games, or future works? BC: It will remain a part of the design discussions and we will do our best to make accommodations where we can. AG: Any final thoughts on this subject? BC: Thanks for the interview and keep the feedback coming. AG: What are you working on now? What can we look forward to from such a famed game designer? BC: We're working on a game that could very well be the best game we've ever made. Stay tuned for more details soon! Last Updated ( Saturday, 16 June 2007 ) -------------------------------------------------------------------------------- -------------- next part -------------- An HTML attachment was scrubbed... URL: From ioo at ablegamers.com Mon Jun 25 20:32:31 2007 From: ioo at ablegamers.com (Ioo) Date: Mon, 25 Jun 2007 20:32:31 -0400 Subject: [games_access] Sid Meier and Barry Caudill Sit Down With AbleGamers In-Reply-To: <010001c7b74c$c22bdb00$0202a8c0@OneSwitch> References: <010001c7b74c$c22bdb00$0202a8c0@OneSwitch> Message-ID: <46805E9F.6050301@ablegamers.com> Thanks for the plug... Mark Barlet Barrie Ellis wrote: > Great interview, cribbed from AbleGamers: > http://ablegamers.com/content/view/41/63/... We should get in touch > with them too I think... > > Barrie > www.OneSwitch.org.uk > > ------------------------------------------------------------------------ > > Written by Mark C. Barlet > Saturday, 26 May 2007 > > I have been working on getting able gamers an interview with the > legendary Sid Meier for over a year. Sending my first inquiry to > Firaxis on May 18, 2006. At the time we received a positive response, > but it seemed the activities around Railroads! caused our interview to > be derailed. So I was all excited when a little over a month ago I was > able to get the attention of the folks at Firaxis again. In short, > Ablegamers was able to get an interview from Firaxis, but Sid was to > busy for the interview. I admit I am disappointed, the views of > someone as legendary as Sid would help the plight of disabled gamers > all over the world, because when Sid talks, game developers listen. He > was able to give us an opening statement, and for that I am grateful. > > That being said, Barry Caudill, Executive Producer, Firaxis Games sat > down with us. Now I admire Barry a l lot, and he and I have a lot in > common, he is a musician, as am I. He also started life as in the > Quality Assurance department, and I have been in QA for 12 years, > currently heading a QA department here in the tech corridor of > Northern Virginia. Someday I hope to have Barry's job, just don't tell > him. > > I am still holding out for an interview with Sid... > > Sid Meier: > > Hello AbleGamers! > > We're happy that Mark approached us for an interview. Its been a great > introduction to your website and the start of what we hope to be a > mutually beneficial relationship with your community. We want our > games to be played and enjoyed by as many people as possible, and > we're always looking for ways to achieve that goal. Firaxis has a very > active and vocal fan community and the thoughts, ideas and concerns we > hear from them have a big impact on the games we make. We invite you > to become part of our community and look forward to hearing from you. > Stay Civilized, > > Sid Meier > > *Ablegamers:* Do you take into account this large disabled segment of > the US population (comparable to other nations as well) when > developing games? > > *Barry Caudill: *We do make attempts to accommodate as many people as > possible when designing our games. For example, we did include the > ability to map any key to any action when we were developing Pirates. > Mostly we work to support the predominant control systems available > (keyboard, mouse, gamepad, joystick) wherever we can so people can > choose what they want to use where it makes sense. We would be > interested in hearing more about what the disabled community needs > from our games. > > *AG:* Do you think that the disabled demographic is an underutilized > market for mainstream games? > > *BC:* I have no frame of reference from which to answer this question. > I think you'd be a better judge of that. > > *AG:* What is Firaxis Games doing to support the people with > disabilities within the gaming community? > > *BC:* There is such a wide range of disabilities which makes it > challenging to know exactly what players with disabilities need in > games. We've made some accommodations with keyboard mapping, better > user interfaces, and more graphic visuals and sound. Again, we're open > to hearing more from disabled folks in the gaming community, we want > everyone to enjoy our games > > *AG:* When you take a game into beta testing, have you ever > intentionally brought people in that are disabled? > > *BC:* No we haven't specifically looked for people with disabilities > for our beta testing teams. We want folks who are passionate about our > games - we don't ask questions about their physical and mental > abilities when looking for testers. Having said that, there may well > be folks with disabilities on our beta teams, they just haven't > identified themselves as such. > > *AG:* I know a few that would help (*Wink*) > > *BC:* We can always use more help (wink right back atcha ;) and we'd > welcome your participation. > > *AG: *Simple changes to game interfaces, such as the ability to custom > map actions to the keyboard or other input devices on the market (many > for people with disabilities), or alternatives to the drag and drop > (very hard for many) could make games better gamers with disabilities > as well as those without. > > Do you think it is worth a developer's time to add these features to > games? > > *BC:* I think we are in favor of adding anything that helps people > play the game - provided it doesn't somehow hamper the overall > intended game experience. > > *AG:* Nate, my partner in crime on AbleGamers.com, has a > motor/muscular disorder; he says the best way for a fully able bodies > person to understand what it is like to suffer from tremors or tactile > issues is to try imagining the following scenarios: That one or both > of your arms has fallen asleep, how well could you play the game? That > you are shivering from the cold, how would that affect playability? > > Imagining that, would you still want to play the games you loved? If > so, how would you do it? > > *BC: *I don't have a clue. It's incredibly hard for me to imagine > exactly how I would feel under such circumstances and it's equally > hard to imagine not being able to play the games I love. If Nate has > some ideas to share with us we'd like to hear them. > > *AG:* Let me ask you something that has stumped me. There are 7.9 > Million people in the US who have a vision-related disability, with > 1.8 million unable to see at all (according to the US Census Bureau), > do you think main-stream gaming industry could do a better job trying > to make games accessible to the visually impaired? Any ideas how? > > *BC:* The mainstream gaming industry is a very visual medium so it's > definitely a challenge figuring out how to create the full game > experience for the visually impaired. I think there could be an > alternative kind of game designed around auditory clues or other forms > of sensory perception. Games like this would probably require some > form of private funding to get off the ground. > > *AG:* In addition, before we go, we at AbleGamers.com want to thank > you for your time, I am sure that you are a very busy man with the > expansion to Civ4 and maybe a Railroads! expansion also being worked on. > > So my last few questions: > > Has this interview made you further consider the issue of people with > disabilities and how they play video games? > > *BC:* Yes it has. I'm looking forward to hearing more from the > community with ideas on how we can make our games more accessible. > > *AG:* Will you factor that thought into currently developing games, or > future works? > > *BC:* It will remain a part of the design discussions and we will do > our best to make accommodations where we can. > > *AG:* Any final thoughts on this subject? > > *BC:* Thanks for the interview and keep the feedback coming. > > *AG:* What are you working on now? What can we look forward to from > such a famed game designer? > > *BC:* We're working on a game that could very well be the best game > we've ever made. Stay tuned for more details soon! > > > > Last Updated ( Saturday, 16 June 2007 ) > > ------------------------------------------------------------------------ > > ------------------------------------------------------------------------ > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From reid at rbkdesign.com Mon Jun 25 21:06:10 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Mon, 25 Jun 2007 18:06:10 -0700 Subject: [games_access] Sid Meier and Barry Caudill Sit Down With AbleGamers In-Reply-To: <46805E9F.6050301@ablegamers.com> References: <010001c7b74c$c22bdb00$0202a8c0@OneSwitch> <46805E9F.6050301@ablegamers.com> Message-ID: I thought the interview was great because it highlighted a big information gap between the disabled and game developers. I wish we could attract a larger following of disabled gamers and empower them to contact developers and give them the needed info. A large community of disabled gamers advocating for themselves can contact more developers than we can since we are such a small group and don't have the luxury of national exposure. Even if we did, it's still hard to reach everyone. It wasn't until Valve software received a lot of requests for the game script did they think of adding captions to their game. I get the feeling sometimes, maybe I'm wrong, that when we approach developers, they think we're trying to sell them something and get turned off and tune out. Yet, if we could get a whole community of hundreds, thousands of disabled gamers politely expressing the difficulties they face playing the next Splinter Cell or Ratchet and Clank game and then point the devs to our solutions, it could have a positive impact. -Reid On 6/25/07, Ioo wrote: > Thanks for the plug... > > > Mark Barlet > > > Barrie Ellis wrote: > > Great interview, cribbed from AbleGamers: > > http://ablegamers.com/content/view/41/63/... We should get in touch > > with them too I think... > > > > Barrie > > www.OneSwitch.org.uk > > > > ------------------------------------------------------------------------ > > > > Written by Mark C. Barlet > > Saturday, 26 May 2007 > > > > I have been working on getting able gamers an interview with the > > legendary Sid Meier for over a year. Sending my first inquiry to > > Firaxis on May 18, 2006. At the time we received a positive response, > > but it seemed the activities around Railroads! caused our interview to > > be derailed. So I was all excited when a little over a month ago I was > > able to get the attention of the folks at Firaxis again. In short, > > Ablegamers was able to get an interview from Firaxis, but Sid was to > > busy for the interview. I admit I am disappointed, the views of > > someone as legendary as Sid would help the plight of disabled gamers > > all over the world, because when Sid talks, game developers listen. He > > was able to give us an opening statement, and for that I am grateful. > > > > That being said, Barry Caudill, Executive Producer, Firaxis Games sat > > down with us. Now I admire Barry a l lot, and he and I have a lot in > > common, he is a musician, as am I. He also started life as in the > > Quality Assurance department, and I have been in QA for 12 years, > > currently heading a QA department here in the tech corridor of > > Northern Virginia. Someday I hope to have Barry's job, just don't tell > > him. > > > > I am still holding out for an interview with Sid... > > > > Sid Meier: > > > > Hello AbleGamers! > > > > We're happy that Mark approached us for an interview. Its been a great > > introduction to your website and the start of what we hope to be a > > mutually beneficial relationship with your community. We want our > > games to be played and enjoyed by as many people as possible, and > > we're always looking for ways to achieve that goal. Firaxis has a very > > active and vocal fan community and the thoughts, ideas and concerns we > > hear from them have a big impact on the games we make. We invite you > > to become part of our community and look forward to hearing from you. > > Stay Civilized, > > > > Sid Meier > > > > *Ablegamers:* Do you take into account this large disabled segment of > > the US population (comparable to other nations as well) when > > developing games? > > > > *Barry Caudill: *We do make attempts to accommodate as many people as > > possible when designing our games. For example, we did include the > > ability to map any key to any action when we were developing Pirates. > > Mostly we work to support the predominant control systems available > > (keyboard, mouse, gamepad, joystick) wherever we can so people can > > choose what they want to use where it makes sense. We would be > > interested in hearing more about what the disabled community needs > > from our games. > > > > *AG:* Do you think that the disabled demographic is an underutilized > > market for mainstream games? > > > > *BC:* I have no frame of reference from which to answer this question. > > I think you'd be a better judge of that. > > > > *AG:* What is Firaxis Games doing to support the people with > > disabilities within the gaming community? > > > > *BC:* There is such a wide range of disabilities which makes it > > challenging to know exactly what players with disabilities need in > > games. We've made some accommodations with keyboard mapping, better > > user interfaces, and more graphic visuals and sound. Again, we're open > > to hearing more from disabled folks in the gaming community, we want > > everyone to enjoy our games > > > > *AG:* When you take a game into beta testing, have you ever > > intentionally brought people in that are disabled? > > > > *BC:* No we haven't specifically looked for people with disabilities > > for our beta testing teams. We want folks who are passionate about our > > games - we don't ask questions about their physical and mental > > abilities when looking for testers. Having said that, there may well > > be folks with disabilities on our beta teams, they just haven't > > identified themselves as such. > > > > *AG:* I know a few that would help (*Wink*) > > > > *BC:* We can always use more help (wink right back atcha ;) and we'd > > welcome your participation. > > > > *AG: *Simple changes to game interfaces, such as the ability to custom > > map actions to the keyboard or other input devices on the market (many > > for people with disabilities), or alternatives to the drag and drop > > (very hard for many) could make games better gamers with disabilities > > as well as those without. > > > > Do you think it is worth a developer's time to add these features to > > games? > > > > *BC:* I think we are in favor of adding anything that helps people > > play the game - provided it doesn't somehow hamper the overall > > intended game experience. > > > > *AG:* Nate, my partner in crime on AbleGamers.com, has a > > motor/muscular disorder; he says the best way for a fully able bodies > > person to understand what it is like to suffer from tremors or tactile > > issues is to try imagining the following scenarios: That one or both > > of your arms has fallen asleep, how well could you play the game? That > > you are shivering from the cold, how would that affect playability? > > > > Imagining that, would you still want to play the games you loved? If > > so, how would you do it? > > > > *BC: *I don't have a clue. It's incredibly hard for me to imagine > > exactly how I would feel under such circumstances and it's equally > > hard to imagine not being able to play the games I love. If Nate has > > some ideas to share with us we'd like to hear them. > > > > *AG:* Let me ask you something that has stumped me. There are 7.9 > > Million people in the US who have a vision-related disability, with > > 1.8 million unable to see at all (according to the US Census Bureau), > > do you think main-stream gaming industry could do a better job trying > > to make games accessible to the visually impaired? Any ideas how? > > > > *BC:* The mainstream gaming industry is a very visual medium so it's > > definitely a challenge figuring out how to create the full game > > experience for the visually impaired. I think there could be an > > alternative kind of game designed around auditory clues or other forms > > of sensory perception. Games like this would probably require some > > form of private funding to get off the ground. > > > > *AG:* In addition, before we go, we at AbleGamers.com want to thank > > you for your time, I am sure that you are a very busy man with the > > expansion to Civ4 and maybe a Railroads! expansion also being worked on. > > > > So my last few questions: > > > > Has this interview made you further consider the issue of people with > > disabilities and how they play video games? > > > > *BC:* Yes it has. I'm looking forward to hearing more from the > > community with ideas on how we can make our games more accessible. > > > > *AG:* Will you factor that thought into currently developing games, or > > future works? > > > > *BC:* It will remain a part of the design discussions and we will do > > our best to make accommodations where we can. > > > > *AG:* Any final thoughts on this subject? > > > > *BC:* Thanks for the interview and keep the feedback coming. > > > > *AG:* What are you working on now? What can we look forward to from > > such a famed game designer? > > > > *BC:* We're working on a game that could very well be the best game > > we've ever made. Stay tuned for more details soon! > > > > > > > > Last Updated ( Saturday, 16 June 2007 ) > > > > ------------------------------------------------------------------------ > > > > ------------------------------------------------------------------------ > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From barrie.ellis at oneswitch.org.uk Tue Jun 26 02:59:38 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Tue, 26 Jun 2007 07:59:38 +0100 Subject: [games_access] Sid Meier and Barry Caudill Sit Down WithAbleGamers References: <010001c7b74c$c22bdb00$0202a8c0@OneSwitch><46805E9F.6050301@ablegamers.com> Message-ID: <01b401c7b7bf$931cc040$0202a8c0@OneSwitch> 100% in agreement with you. Perhaps with the new IGDA page - a "How You Can Help Now!" page could be a good start with some useful contacts and some example letters. Perhaps a petition such as the Closed Caption one and then for us to contact influential groups, web-sites and individuals putting them our way. I don't know about you lot, but I think the most important thing we need to do to pull all our work together is to get our IGDA/Accessibility web-site going. We need it easy to follow and to have place holders for the important stuff missing. I think most other things need to be secondary at this time... I'll take a look at the WIKI when I get a chance and update a little, but we certainly need to be doing this as a collective. Any news, Michelle on us getting the go ahead for the main site? Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, June 26, 2007 2:06 AM Subject: Re: [games_access] Sid Meier and Barry Caudill Sit Down WithAbleGamers >I thought the interview was great because it highlighted a big > information gap between the disabled and game developers. I wish we > could attract a larger following of disabled gamers and empower them > to contact developers and give them the needed info. A large community > of disabled gamers advocating for themselves can contact more > developers than we can since we are such a small group and don't have > the luxury of national exposure. Even if we did, it's still hard to > reach everyone. It wasn't until Valve software received a lot of > requests for the game script did they think of adding captions to > their game. I get the feeling sometimes, maybe I'm wrong, that when we > approach developers, they think we're trying to sell them something > and get turned off and tune out. Yet, if we could get a whole > community of hundreds, thousands of disabled gamers politely > expressing the difficulties they face playing the next Splinter Cell > or Ratchet and Clank game and then point the devs to our solutions, it > could have a positive impact. > > -Reid > > On 6/25/07, Ioo wrote: >> Thanks for the plug... >> >> >> Mark Barlet >> >> >> Barrie Ellis wrote: >> > Great interview, cribbed from AbleGamers: >> > http://ablegamers.com/content/view/41/63/... We should get in touch >> > with them too I think... >> > >> > Barrie >> > www.OneSwitch.org.uk >> > >> > ------------------------------------------------------------------------ >> > >> > Written by Mark C. Barlet >> > Saturday, 26 May 2007 >> > >> > I have been working on getting able gamers an interview with the >> > legendary Sid Meier for over a year. Sending my first inquiry to >> > Firaxis on May 18, 2006. At the time we received a positive response, >> > but it seemed the activities around Railroads! caused our interview to >> > be derailed. So I was all excited when a little over a month ago I was >> > able to get the attention of the folks at Firaxis again. In short, >> > Ablegamers was able to get an interview from Firaxis, but Sid was to >> > busy for the interview. I admit I am disappointed, the views of >> > someone as legendary as Sid would help the plight of disabled gamers >> > all over the world, because when Sid talks, game developers listen. He >> > was able to give us an opening statement, and for that I am grateful. >> > >> > That being said, Barry Caudill, Executive Producer, Firaxis Games sat >> > down with us. Now I admire Barry a l lot, and he and I have a lot in >> > common, he is a musician, as am I. He also started life as in the >> > Quality Assurance department, and I have been in QA for 12 years, >> > currently heading a QA department here in the tech corridor of >> > Northern Virginia. Someday I hope to have Barry's job, just don't tell >> > him. >> > >> > I am still holding out for an interview with Sid... >> > >> > Sid Meier: >> > >> > Hello AbleGamers! >> > >> > We're happy that Mark approached us for an interview. Its been a great >> > introduction to your website and the start of what we hope to be a >> > mutually beneficial relationship with your community. We want our >> > games to be played and enjoyed by as many people as possible, and >> > we're always looking for ways to achieve that goal. Firaxis has a very >> > active and vocal fan community and the thoughts, ideas and concerns we >> > hear from them have a big impact on the games we make. We invite you >> > to become part of our community and look forward to hearing from you. >> > Stay Civilized, >> > >> > Sid Meier >> > >> > *Ablegamers:* Do you take into account this large disabled segment of >> > the US population (comparable to other nations as well) when >> > developing games? >> > >> > *Barry Caudill: *We do make attempts to accommodate as many people as >> > possible when designing our games. For example, we did include the >> > ability to map any key to any action when we were developing Pirates. >> > Mostly we work to support the predominant control systems available >> > (keyboard, mouse, gamepad, joystick) wherever we can so people can >> > choose what they want to use where it makes sense. We would be >> > interested in hearing more about what the disabled community needs >> > from our games. >> > >> > *AG:* Do you think that the disabled demographic is an underutilized >> > market for mainstream games? >> > >> > *BC:* I have no frame of reference from which to answer this question. >> > I think you'd be a better judge of that. >> > >> > *AG:* What is Firaxis Games doing to support the people with >> > disabilities within the gaming community? >> > >> > *BC:* There is such a wide range of disabilities which makes it >> > challenging to know exactly what players with disabilities need in >> > games. We've made some accommodations with keyboard mapping, better >> > user interfaces, and more graphic visuals and sound. Again, we're open >> > to hearing more from disabled folks in the gaming community, we want >> > everyone to enjoy our games >> > >> > *AG:* When you take a game into beta testing, have you ever >> > intentionally brought people in that are disabled? >> > >> > *BC:* No we haven't specifically looked for people with disabilities >> > for our beta testing teams. We want folks who are passionate about our >> > games - we don't ask questions about their physical and mental >> > abilities when looking for testers. Having said that, there may well >> > be folks with disabilities on our beta teams, they just haven't >> > identified themselves as such. >> > >> > *AG:* I know a few that would help (*Wink*) >> > >> > *BC:* We can always use more help (wink right back atcha ;) and we'd >> > welcome your participation. >> > >> > *AG: *Simple changes to game interfaces, such as the ability to custom >> > map actions to the keyboard or other input devices on the market (many >> > for people with disabilities), or alternatives to the drag and drop >> > (very hard for many) could make games better gamers with disabilities >> > as well as those without. >> > >> > Do you think it is worth a developer's time to add these features to >> > games? >> > >> > *BC:* I think we are in favor of adding anything that helps people >> > play the game - provided it doesn't somehow hamper the overall >> > intended game experience. >> > >> > *AG:* Nate, my partner in crime on AbleGamers.com, has a >> > motor/muscular disorder; he says the best way for a fully able bodies >> > person to understand what it is like to suffer from tremors or tactile >> > issues is to try imagining the following scenarios: That one or both >> > of your arms has fallen asleep, how well could you play the game? That >> > you are shivering from the cold, how would that affect playability? >> > >> > Imagining that, would you still want to play the games you loved? If >> > so, how would you do it? >> > >> > *BC: *I don't have a clue. It's incredibly hard for me to imagine >> > exactly how I would feel under such circumstances and it's equally >> > hard to imagine not being able to play the games I love. If Nate has >> > some ideas to share with us we'd like to hear them. >> > >> > *AG:* Let me ask you something that has stumped me. There are 7.9 >> > Million people in the US who have a vision-related disability, with >> > 1.8 million unable to see at all (according to the US Census Bureau), >> > do you think main-stream gaming industry could do a better job trying >> > to make games accessible to the visually impaired? Any ideas how? >> > >> > *BC:* The mainstream gaming industry is a very visual medium so it's >> > definitely a challenge figuring out how to create the full game >> > experience for the visually impaired. I think there could be an >> > alternative kind of game designed around auditory clues or other forms >> > of sensory perception. Games like this would probably require some >> > form of private funding to get off the ground. >> > >> > *AG:* In addition, before we go, we at AbleGamers.com want to thank >> > you for your time, I am sure that you are a very busy man with the >> > expansion to Civ4 and maybe a Railroads! expansion also being worked >> > on. >> > >> > So my last few questions: >> > >> > Has this interview made you further consider the issue of people with >> > disabilities and how they play video games? >> > >> > *BC:* Yes it has. I'm looking forward to hearing more from the >> > community with ideas on how we can make our games more accessible. >> > >> > *AG:* Will you factor that thought into currently developing games, or >> > future works? >> > >> > *BC:* It will remain a part of the design discussions and we will do >> > our best to make accommodations where we can. >> > >> > *AG:* Any final thoughts on this subject? >> > >> > *BC:* Thanks for the interview and keep the feedback coming. >> > >> > *AG:* What are you working on now? What can we look forward to from >> > such a famed game designer? >> > >> > *BC:* We're working on a game that could very well be the best game >> > we've ever made. Stay tuned for more details soon! >> > >> > >> > >> > Last Updated ( Saturday, 16 June 2007 ) >> > >> > ------------------------------------------------------------------------ >> > >> > ------------------------------------------------------------------------ >> > >> > _______________________________________________ >> > games_access mailing list >> > games_access at igda.org >> > http://seven.pairlist.net/mailman/listinfo/games_access >> > >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From eelke.folmer at gmail.com Tue Jun 26 07:28:16 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Tue, 26 Jun 2007 13:28:16 +0200 Subject: [games_access] Interlude Video In-Reply-To: <04dc01c7b4b3$d1384520$0202a8c0@OneSwitch> References: <04dc01c7b4b3$d1384520$0202a8c0@OneSwitch> Message-ID: <836db6300706260428t791bebe2k17b83d8e54d102b8@mail.gmail.com> Hey Barrie, hahah great video! You do know I'm a tree hugging katamari lover don't you ?? cheers Eelke On 6/22/07, Barrie Ellis wrote: > > Thinking this would appeal to some in the light of the ManHunt 2 furore > in the UK (espeically Eelke)... > > http://www.youtube.com/watch?v=MlIYDLmdn-0 (15+ video) > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- -------------- next part -------------- An HTML attachment was scrubbed... URL: From jason at igda.org Tue Jun 26 10:52:17 2007 From: jason at igda.org (Jason Della Rocca) Date: Tue, 26 Jun 2007 10:52:17 -0400 Subject: [games_access] IGDA GA SIG Website -- feedback needed In-Reply-To: References: Message-ID: <20070626145222.3EA4DAE4B@mailwash7.pair.com> Hi all, Thanks for the feedback on accessibility requirements for out new web tech... Admittedly, the developers are a bit overwhelmed with all the great info, and would like a more targeted "requirements" list to bang against. For example: - use markup for its semantic meaning not for its presentation - use JavaScript to enhance, but don't rely on its functionality - use ALT tags for images and caption audio - don't rely on color alone to convey meaning Any other must-haves? Also, we will certainly give the SIG a chance to poke at the beta of the new site to ensure there are no major issues. Thanks! Jason ~~~~~~~~~~~~~~~~~ Jason Della Rocca Executive Director International Game Developers Association direct: +1-514-426-1162 main: +1-856-423-2990 fax: +1-514-426-1201 jason at igda.org Montreal, Canada ~~~~~~~~~~~~~~~~~ http://www.igda.org/ http://www.realitypanic.com/ "Do or do not. There is no try." - Yoda From agdev at thechases.com Tue Jun 26 11:34:31 2007 From: agdev at thechases.com (Tim Chase) Date: Tue, 26 Jun 2007 10:34:31 -0500 Subject: [games_access] IGDA GA SIG Website -- feedback needed In-Reply-To: <20070626145222.3EA4DAE4B@mailwash7.pair.com> References: <20070626145222.3EA4DAE4B@mailwash7.pair.com> Message-ID: <46813207.6080805@thechases.com> > Admittedly, the developers are a bit overwhelmed with all the great > info, and would like a more targeted "requirements" list to bang > against. For example: > > - use markup for its semantic meaning not for its presentation > - use JavaScript to enhance, but don't rely on its functionality > - use ALT tags for images and caption audio > - don't rely on color alone to convey meaning Hmmm...those sound familiar :) > Any other must-haves? I'd retrospectively add "Flash/VBScript/Whatever" to the "use JavaScript to enhance, but don't rely on its functionality". Flash and JS/VBS/Whatever can add some nice flair to the site, but some users don't have the latest plugins, don't have JS enabled, don't have a Flash-player on their current platform, etc. Lastly, nothing beats testing it. Generally, if you can navigate the site in Lynx, and it makes sense, the rest usually falls into place. Snag lynx for your dev-platform of choice and have a whack at it. If you don't have a Linux machine around, you can even use a bootable CD disto of Linux such as Knoppix which allows for testing from another OS and from multiple browsers, including Konqueror, FireFox, elinks, and Lynx. These tips also have the added side-benefit that they tend to improve search-engine findability. -tim From barrie.ellis at oneswitch.org.uk Tue Jun 26 15:03:52 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Tue, 26 Jun 2007 20:03:52 +0100 Subject: [games_access] Interlude Video References: <04dc01c7b4b3$d1384520$0202a8c0@OneSwitch> <836db6300706260428t791bebe2k17b83d8e54d102b8@mail.gmail.com> Message-ID: <01df01c7b824$bcc7e9a0$0202a8c0@OneSwitch> Of course, although I assume you're referring to the "Katamari: innocent bystander blood-bath" edition? ----- Original Message ----- From: Eelke Folmer To: IGDA Games Accessibility SIG Mailing List Sent: Tuesday, June 26, 2007 12:28 PM Subject: Re: [games_access] Interlude Video Hey Barrie, hahah great video! You do know I'm a tree hugging katamari lover don't you ?? cheers Eelke On 6/22/07, Barrie Ellis wrote: Thinking this would appeal to some in the light of the ManHunt 2 furore in the UK (espeically Eelke)... http://www.youtube.com/watch?v=MlIYDLmdn-0 (15+ video) _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Tue Jun 26 15:19:09 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Tue, 26 Jun 2007 20:19:09 +0100 Subject: [games_access] IGDA GA SIG Website -- feedback needed References: <20070626145222.3EA4DAE4B@mailwash7.pair.com> Message-ID: <01f901c7b826$dfba6030$0202a8c0@OneSwitch> Avoid fixing font sizes - so it's easy for people to enlarge text using most browsers. Use something like Arial or Verdana - avoid Times and the like. Make hyperlinks meaningful i.e. "Click Here for the IGDA's web-site" should be avoided - "The IGDA web-site" would be better - especially for people tabbing around and/or using screen readers. Avoid overly cluttered screens. Avoid frames (scrollable windows within windows). Can beconfusing. I'm no expert - but I think the above helps too. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Jason Della Rocca" To: Sent: Tuesday, June 26, 2007 3:52 PM Subject: Re: [games_access] IGDA GA SIG Website -- feedback needed > Hi all, > > Thanks for the feedback on accessibility requirements for out new web tech... > > Admittedly, the developers are a bit overwhelmed with all the great > info, and would like a more targeted "requirements" list to bang > against. For example: > > - use markup for its semantic meaning not for its presentation > - use JavaScript to enhance, but don't rely on its functionality > - use ALT tags for images and caption audio > - don't rely on color alone to convey meaning > > Any other must-haves? > > Also, we will certainly give the SIG a chance to poke at the beta of > the new site to ensure there are no major issues. > > Thanks! > > Jason > > ~~~~~~~~~~~~~~~~~ > Jason Della Rocca > Executive Director > International Game Developers Association > > direct: +1-514-426-1162 > main: +1-856-423-2990 > fax: +1-514-426-1201 > jason at igda.org > > Montreal, Canada > ~~~~~~~~~~~~~~~~~ > > http://www.igda.org/ > http://www.realitypanic.com/ > > "Do or do not. There is no try." > - Yoda > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Wed Jun 27 05:14:16 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Wed, 27 Jun 2007 11:14:16 +0200 Subject: [games_access] meeting tomorrow? Message-ID: <7C603E5A-9DDA-459D-972B-9C1512F5DDF5@pininteractive.com> Hi all, been too busy to think of anything SIG related lately, but I'm planning to attend the Thursday meeting (tomorrow) what's the plan, are everyone on vacation perhaps or do we have meeting tomorrow? Thanks Thomas __________________________________ Thomas Westin VD / CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From eelke.folmer at gmail.com Wed Jun 27 07:21:00 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 27 Jun 2007 13:21:00 +0200 Subject: [games_access] Brain Controlled Virtual World for the Disabled Message-ID: <836db6300706270421s14d91c4fv8accb364189c7a67@mail.gmail.com> This morning on ./ http://www.newscientisttech.com/article/dn12136-virtual-world-sharpens-mindcontrol.html What's the status on brain-machine interfaces nowadays? My ex girlfriend does research on these at the university of tubingen in germany and her patients can move a cursor on the screen but it isn't very accurate. (but for moving in a virtual world it doesn't necesarry have to be that accurate, in contrast with for example a fps). Cheers Eelke On 6/27/07, Thomas Westin wrote: > > Hi all, > been too busy to think of anything SIG related lately, but I'm planning to > attend the Thursday meeting (tomorrow) > > > what's the plan, are everyone on vacation perhaps or do we have meeting > tomorrow? > > > Thanks > Thomas > > __________________________________ > Thomas Westin > VD / CEO > > > Pin Interactive AB > :: Digital Culture Analysis :: Tools :: Worlds > __________________________________ > Award Winning Developer > www.pininteractive.com > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Wed Jun 27 09:04:26 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Wed, 27 Jun 2007 15:04:26 +0200 Subject: [games_access] Brain Controlled Virtual World for the Disabled In-Reply-To: <836db6300706270421s14d91c4fv8accb364189c7a67@mail.gmail.com> References: <836db6300706270421s14d91c4fv8accb364189c7a67@mail.gmail.com> Message-ID: <3FE6E9E7-B776-44C1-B675-744116DCAB94@pininteractive.com> Did you try the Cyberlink at GDC? It is very sensitive; the issue is not so much the device itself in my opinion, rather it takes time to learn to control the biofeedback output from your brain. I suggest you contact brainfingers.com and talk to the experts directly /Thomas 27 jun 2007 kl. 13.21 skrev Eelke Folmer: > This morning on ./ > > http://www.newscientisttech.com/article/dn12136-virtual-world- > sharpens-mindcontrol.html > > What's the status on brain-machine interfaces nowadays? My ex > girlfriend does research on these at the university of tubingen in > germany and her patients can move a cursor on the screen but it > isn't very accurate. (but for moving in a virtual world it doesn't > necesarry have to be that accurate, in contrast with for example a > fps). > > Cheers Eelke > > > > On 6/27/07, Thomas Westin wrote: > Hi all, > > been too busy to think of anything SIG related lately, but I'm > planning to attend the Thursday meeting (tomorrow) > > > what's the plan, are everyone on vacation perhaps or do we have > meeting tomorrow? > > > Thanks > Thomas > > __________________________________ > Thomas Westin > VD / CEO > > > Pin Interactive AB > :: Digital Culture Analysis :: Tools :: Worlds > __________________________________ > Award Winning Developer > www.pininteractive.com > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > -- > ---------------------------------------------------------------------- > ------ > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------- > ------ > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access __________________________________ Thomas Westin VD / CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From eelke.folmer at gmail.com Wed Jun 27 09:59:41 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 27 Jun 2007 15:59:41 +0200 Subject: [games_access] Brain Controlled Virtual World for the Disabled In-Reply-To: <3FE6E9E7-B776-44C1-B675-744116DCAB94@pininteractive.com> References: <836db6300706270421s14d91c4fv8accb364189c7a67@mail.gmail.com> <3FE6E9E7-B776-44C1-B675-744116DCAB94@pininteractive.com> Message-ID: <836db6300706270659l2318451kb4bb6db18d871462@mail.gmail.com> Hi Thomas, was that the same thing that you used at Brighton to lift the xwing out of the swamp? cheers Eelke On 6/27/07, Thomas Westin wrote: > > Did you try the Cyberlink at GDC? It is very sensitive; the issue is not > so much the device itself in my opinion, rather it takes time to learn to > control the biofeedback output from your brain. I suggest you contact > brainfingers.com and talk to the experts directly > > /Thomas > 27 jun 2007 kl. 13.21 skrev Eelke Folmer: > > This morning on ./ > > > http://www.newscientisttech.com/article/dn12136-virtual-world-sharpens-mindcontrol.html > > What's the status on brain-machine interfaces nowadays? My ex girlfriend > does research on these at the university of tubingen in germany and her > patients can move a cursor on the screen but it isn't very accurate. (but > for moving in a virtual world it doesn't necesarry have to be that accurate, > in contrast with for example a fps). > > Cheers Eelke > > > > On 6/27/07, Thomas Westin wrote: > > > > Hi all, > > been too busy to think of anything SIG related lately, but I'm planning > > to attend the Thursday meeting (tomorrow) > > > > > > what's the plan, are everyone on vacation perhaps or do we have meeting > > tomorrow? > > > > > > Thanks > > Thomas > > > > __________________________________ > > Thomas Westin > > VD / CEO > > > > > > Pin Interactive AB > > :: Digital Culture Analysis :: Tools :: Worlds > > __________________________________ > > Award Winning Developer > > www.pininteractive.com > > > > > > > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > > > -- > > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > __________________________________ > Thomas Westin > VD / CEO > > > Pin Interactive AB > :: Digital Culture Analysis :: Tools :: Worlds > __________________________________ > Award Winning Developer > www.pininteractive.com > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- -------------- next part -------------- An HTML attachment was scrubbed... URL: From error404notfound at gmail.com Wed Jun 27 10:08:54 2007 From: error404notfound at gmail.com (Jennie Stenhouse) Date: Wed, 27 Jun 2007 15:08:54 +0100 Subject: [games_access] games_access Digest, Vol 36, Issue 30 In-Reply-To: References: Message-ID: <3dcf6df00706270708y7fe830f0h12c4d7cc2c8dc7e3@mail.gmail.com> There was also GameOn! at the London sience museum. You had to use "calmness" to make a ball go from your side of a table to your oponnents. I think its definatley and intreasting area to look at, All though it may be a big learning step. An intreasting aspect about that article is that it seemed to map already learnt movement/ responses to virtual ones ( unlike the calmness or what i have read so far about the pointers ) Concentrating on walking would make your charachter walk in game. Its almost like the oppisite of wii :) Jennie. From barrie.ellis at oneswitch.org.uk Wed Jun 27 16:13:16 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 27 Jun 2007 21:13:16 +0100 Subject: [games_access] Nice Jazzy Game Message-ID: <00b101c7b8f7$99265e90$0202a8c0@OneSwitch> http://www.armorgames.com/games/miestas.html Up, Down, Left, Right and SPACE No English text necessary. Nice little game. -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Wed Jun 27 18:04:12 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 27 Jun 2007 17:04:12 -0500 Subject: [games_access] Sid Meier and Barry Caudill Sit Down WithAbleGamers In-Reply-To: <01b401c7b7bf$931cc040$0202a8c0@OneSwitch> References: <010001c7b74c$c22bdb00$0202a8c0@OneSwitch><46805E9F.6050301@ablegamers.com > <01b401c7b7bf$931cc040$0202a8c0@OneSwitch> Message-ID: Hi everyone, Unfortunately I had to leave town for a few days again so I'm in perpetual catch up. Actually Mark from AbleGamers is on this list! Not sure yet when we can do something on the IGDA site that won't get erased with the new web 2.0 stuff going up. But I'll check into it for a "ok, what can we do right now" update from them. The wiki is not going away so we can always work there and transfer things as needed when the web stuff settles down! Michelle >100% in agreement with you. Perhaps with the new IGDA page - a "How >You Can Help Now!" page could be a good start with some useful >contacts and some example letters. Perhaps a petition such as the >Closed Caption one and then for us to contact influential groups, >web-sites and individuals putting them our way. > >I don't know about you lot, but I think the most important thing we >need to do to pull all our work together is to get our >IGDA/Accessibility web-site going. We need it easy to follow and to >have place holders for the important stuff missing. I think most >other things need to be secondary at this time... > >I'll take a look at the WIKI when I get a chance and update a >little, but we certainly need to be doing this as a collective. Any >news, Michelle on us getting the go ahead for the main site? > >Barrie >www.OneSwitch.org.uk > > >----- Original Message ----- From: "Reid Kimball" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Tuesday, June 26, 2007 2:06 AM >Subject: Re: [games_access] Sid Meier and Barry Caudill Sit Down >WithAbleGamers > >>I thought the interview was great because it highlighted a big >>information gap between the disabled and game developers. I wish we >>could attract a larger following of disabled gamers and empower them >>to contact developers and give them the needed info. A large community >>of disabled gamers advocating for themselves can contact more >>developers than we can since we are such a small group and don't have >>the luxury of national exposure. Even if we did, it's still hard to >>reach everyone. It wasn't until Valve software received a lot of >>requests for the game script did they think of adding captions to >>their game. I get the feeling sometimes, maybe I'm wrong, that when we >>approach developers, they think we're trying to sell them something >>and get turned off and tune out. Yet, if we could get a whole >>community of hundreds, thousands of disabled gamers politely >>expressing the difficulties they face playing the next Splinter Cell >>or Ratchet and Clank game and then point the devs to our solutions, it >>could have a positive impact. >> >>-Reid >> >>On 6/25/07, Ioo wrote: >>>Thanks for the plug... >>> >>> >>>Mark Barlet >>> >>> >>>Barrie Ellis wrote: >>>> Great interview, cribbed from AbleGamers: >>>> http://ablegamers.com/content/view/41/63/... We should get in touch >>>> with them too I think... >>>> >>>> Barrie >>>> www.OneSwitch.org.uk >>>> >>>> ------------------------------------------------------------------------ >>>> >>>> Written by Mark C. Barlet >>>> Saturday, 26 May 2007 >>>> >>>> I have been working on getting able gamers an interview with the >>>> legendary Sid Meier for over a year. Sending my first inquiry to >>>> Firaxis on May 18, 2006. At the time we received a positive response, >>>> but it seemed the activities around Railroads! caused our interview to >>>> be derailed. So I was all excited when a little over a month ago I was >>>> able to get the attention of the folks at Firaxis again. In short, >>>> Ablegamers was able to get an interview from Firaxis, but Sid was to >>>> busy for the interview. I admit I am disappointed, the views of >>>> someone as legendary as Sid would help the plight of disabled gamers >>>> all over the world, because when Sid talks, game developers listen. He >>>> was able to give us an opening statement, and for that I am grateful. >>>> >>>> That being said, Barry Caudill, Executive Producer, Firaxis Games sat >>> > down with us. Now I admire Barry a l lot, and he and I have a lot in >>>> common, he is a musician, as am I. He also started life as in the >>>> Quality Assurance department, and I have been in QA for 12 years, >>>> currently heading a QA department here in the tech corridor of >>>> Northern Virginia. Someday I hope to have Barry's job, just don't tell >>>> him. >>>> >>>> I am still holding out for an interview with Sid... >>>> >>>> Sid Meier: >>>> >>>> Hello AbleGamers! >>>> >>>> We're happy that Mark approached us for an interview. Its been a great >>>> introduction to your website and the start of what we hope to be a >>>> mutually beneficial relationship with your community. We want our >>>> games to be played and enjoyed by as many people as possible, and >>>> we're always looking for ways to achieve that goal. Firaxis has a very >>>> active and vocal fan community and the thoughts, ideas and concerns we >>>> hear from them have a big impact on the games we make. We invite you >>>> to become part of our community and look forward to hearing from you. >>>> Stay Civilized, >>>> >>>> Sid Meier >>>> >>>> *Ablegamers:* Do you take into account this large disabled segment of >>>> the US population (comparable to other nations as well) when >>>> developing games? >>>> >>>> *Barry Caudill: *We do make attempts to accommodate as many people as >>>> possible when designing our games. For example, we did include the >>>> ability to map any key to any action when we were developing Pirates. >>>> Mostly we work to support the predominant control systems available >>>> (keyboard, mouse, gamepad, joystick) wherever we can so people can >>>> choose what they want to use where it makes sense. We would be >>>> interested in hearing more about what the disabled community needs >>>> from our games. >>>> >>>> *AG:* Do you think that the disabled demographic is an underutilized >>>> market for mainstream games? >>>> >>>> *BC:* I have no frame of reference from which to answer this question. >>>> I think you'd be a better judge of that. >>>> >>>> *AG:* What is Firaxis Games doing to support the people with >>>> disabilities within the gaming community? >>>> >>>> *BC:* There is such a wide range of disabilities which makes it >>>> challenging to know exactly what players with disabilities need in >>>> games. We've made some accommodations with keyboard mapping, better >>>> user interfaces, and more graphic visuals and sound. Again, we're open >>>> to hearing more from disabled folks in the gaming community, we want >>>> everyone to enjoy our games >>>> >>>> *AG:* When you take a game into beta testing, have you ever >>>> intentionally brought people in that are disabled? >>>> >>>> *BC:* No we haven't specifically looked for people with disabilities >>>> for our beta testing teams. We want folks who are passionate about our >>>> games - we don't ask questions about their physical and mental >>>> abilities when looking for testers. Having said that, there may well >>>> be folks with disabilities on our beta teams, they just haven't >>>> identified themselves as such. >>>> >>>> *AG:* I know a few that would help (*Wink*) >>>> >>>> *BC:* We can always use more help (wink right back atcha ;) and we'd >>>> welcome your participation. >>>> >>>> *AG: *Simple changes to game interfaces, such as the ability to custom >>>> map actions to the keyboard or other input devices on the market (many >>>> for people with disabilities), or alternatives to the drag and drop >>>> (very hard for many) could make games better gamers with disabilities >>>> as well as those without. >>>> >>>> Do you think it is worth a developer's time to add these features to >>>> games? >>>> >>>> *BC:* I think we are in favor of adding anything that helps people >>>> play the game - provided it doesn't somehow hamper the overall >>>> intended game experience. >>>> >>>> *AG:* Nate, my partner in crime on AbleGamers.com, has a >>>> motor/muscular disorder; he says the best way for a fully able bodies >>>> person to understand what it is like to suffer from tremors or tactile >>>> issues is to try imagining the following scenarios: That one or both >>>> of your arms has fallen asleep, how well could you play the game? That >>>> you are shivering from the cold, how would that affect playability? >>>> >>>> Imagining that, would you still want to play the games you loved? If >>> > so, how would you do it? >>>> >>>> *BC: *I don't have a clue. It's incredibly hard for me to imagine >>>> exactly how I would feel under such circumstances and it's equally >>>> hard to imagine not being able to play the games I love. If Nate has >>>> some ideas to share with us we'd like to hear them. >>>> >>>> *AG:* Let me ask you something that has stumped me. There are 7.9 >>>> Million people in the US who have a vision-related disability, with >>>> 1.8 million unable to see at all (according to the US Census Bureau), >>>> do you think main-stream gaming industry could do a better job trying >>>> to make games accessible to the visually impaired? Any ideas how? >>>> >>>> *BC:* The mainstream gaming industry is a very visual medium so it's >>>> definitely a challenge figuring out how to create the full game >>>> experience for the visually impaired. I think there could be an >>>> alternative kind of game designed around auditory clues or other forms >>>> of sensory perception. Games like this would probably require some >>>> form of private funding to get off the ground. >>>> >>>> *AG:* In addition, before we go, we at AbleGamers.com want to thank >>>> you for your time, I am sure that you are a very busy man with the >>>> expansion to Civ4 and maybe a Railroads! expansion also being worked > on. >>>> >>>> So my last few questions: >>>> >>>> Has this interview made you further consider the issue of people with >>>> disabilities and how they play video games? >>>> >>>> *BC:* Yes it has. I'm looking forward to hearing more from the >>>> community with ideas on how we can make our games more accessible. >>>> >>>> *AG:* Will you factor that thought into currently developing games, or >>>> future works? >>>> >>>> *BC:* It will remain a part of the design discussions and we will do >>>> our best to make accommodations where we can. >>>> >>>> *AG:* Any final thoughts on this subject? >>>> >>>> *BC:* Thanks for the interview and keep the feedback coming. >>>> >>>> *AG:* What are you working on now? What can we look forward to from >>>> such a famed game designer? >>>> >>>> *BC:* We're working on a game that could very well be the best game >>>> we've ever made. Stay tuned for more details soon! >>>> >>>> >>>> >>>> Last Updated ( Saturday, 16 June 2007 ) >>>> >>>> ------------------------------------------------------------------------ >>>> >>>> ------------------------------------------------------------------------ >>>> >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Thu Jun 28 04:17:13 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Thu, 28 Jun 2007 10:17:13 +0200 Subject: [games_access] Brain Controlled Virtual World for the Disabled In-Reply-To: <836db6300706270659l2318451kb4bb6db18d871462@mail.gmail.com> References: <836db6300706270421s14d91c4fv8accb364189c7a67@mail.gmail.com><3FE6E9E7-B776-44C1-B675-744116DCAB94@pininteractive.com> <836db6300706270659l2318451kb4bb6db18d871462@mail.gmail.com> Message-ID: yes; for that I only used EMG feedback since that is the quickets to learn. You can also use EOG and EEG. Up to 12 "brain-fingers" can be used and mapped to controls /thomas 27 jun 2007 kl. 15.59 skrev Eelke Folmer: > Hi Thomas, > > was that the same thing that you used at Brighton to lift the xwing > out of the swamp? > > cheers Eelke > > > > On 6/27/07, Thomas Westin wrote: > Did you try the Cyberlink at GDC? It is very sensitive; the issue > is not so much the device itself in my opinion, rather it takes > time to learn to control the biofeedback output from your brain. I > suggest you contact brainfingers.com and talk to the experts directly > > > /Thomas > > 27 jun 2007 kl. 13.21 skrev Eelke Folmer: > >> This morning on ./ >> >> http://www.newscientisttech.com/article/dn12136-virtual-world- >> sharpens-mindcontrol.html >> >> What's the status on brain-machine interfaces nowadays? My ex >> girlfriend does research on these at the university of tubingen in >> germany and her patients can move a cursor on the screen but it >> isn't very accurate. (but for moving in a virtual world it doesn't >> necesarry have to be that accurate, in contrast with for example a >> fps). >> >> Cheers Eelke >> >> >> >> On 6/27/07, Thomas Westin wrote: >> Hi all, >> >> been too busy to think of anything SIG related lately, but I'm >> planning to attend the Thursday meeting (tomorrow) >> >> >> what's the plan, are everyone on vacation perhaps or do we have >> meeting tomorrow? >> >> >> Thanks >> Thomas >> >> __________________________________ >> Thomas Westin >> VD / CEO >> >> >> Pin Interactive AB >> :: Digital Culture Analysis :: Tools :: Worlds >> __________________________________ >> Award Winning Developer >> www.pininteractive.com >> >> >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >> >> -- >> --------------------------------------------------------------------- >> ------- >> Eelke Folmer Assistant Professor >> Department of CS&E/171 >> University of Nevada Reno, Nevada 89557 >> Game interaction design www.helpyouplay.com >> --------------------------------------------------------------------- >> ------- >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > __________________________________ > Thomas Westin > VD / CEO > > > Pin Interactive AB > :: Digital Culture Analysis :: Tools :: Worlds > __________________________________ > Award Winning Developer > www.pininteractive.com > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > -- > ---------------------------------------------------------------------- > ------ > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------- > ------ > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access __________________________________ Thomas Westin VD / CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Sat Jun 30 10:29:04 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 30 Jun 2007 15:29:04 +0100 Subject: [games_access] Deaf Gamers - Important Message Message-ID: <0d0001c7bb23$033394b0$0202a8c0@OneSwitch> Via: http://www.deafgamers.com/important.html Barrie www.OneSwitch.org.uk Dear Friends First of all I'd like to thank everyone for visiting Deaf Gamers over the last seven years. It's been great to receive e-mails from you and learn that you've found the website useful. You may or may not know that Deaf Gamers is simply run as a hobby (an all consuming one at that) and is in no way funded at all. In fact the bill for new consoles and PC hardware has almost always come out of my own pocket. The only exceptions being two AMD CPU's we received from AMD around three years ago now, two graphics cards from Gainward about the same time ago, an ATi Radeon 9800 that was supplied by Hercules also around that time and the original Xbox console, which was very kindly given to us by Microsoft. Most of the bills have been funded by me and my family. Lets get to the nitty-gritty of this message. First of all I do want to keep Deaf Gamers running but it's becoming financially impossible. I don't want to charge for using the website. I feel to do that would deter people from using the website. Instead I've setup a facility (you'll notice the PayPal button on the front page and to the right) to allow those who wish to see Deaf Gamers continue to donate as little or as much as you want to help us purchase future consoles, PC hardware etc. If you can't afford to donate anything then still feel free to continue to use the website. However, you should be aware that Deaf Gamers cannot continue to run on fresh air and is likely to close in 2007 if support isn't found. If everyone donated just a ?1 it would help significantly. It would allow us to continue to review future PC software, which is important to us given that the website was originally created to review PC software. I've always wanted to have signed/captioned video reviews but at present that's something that's just impossible because of financial limitations. Finally I'd like to say thank you for reading this message and for visiting Deaf Gamers. Click here to see how our PlayStation 3 fund is progressing. -------------- next part -------------- An HTML attachment was scrubbed... URL: