[games_access] E For All, and other stuff

Reid Kimball reid at rbkdesign.com
Wed May 23 12:17:26 EDT 2007

One thing I realized with the Nintendo Wii is that there isn't one
technology or technique that makes something accessible to everyone.
It's the combination of many different options and techniques that
give people the choice of how to access the games they play. In other
words, I think all of the ideas presented are equally valid because
someone is likely it find them suitable for their needs. The trick is
getting developers to implement all these options in a way that
doesn't overwhelm the user.


On 5/23/07, Tim Chase <agdev at thechases.com> wrote:

> >> Theoretically, one could use voice recognition software to

> >> do dynamic [CC] of voice-chat, but voice recognition

> >> software still has a long way to go, and sucks up a lot of

> >> processor time/power from games that may want it."

> >

> > Besides, how would the program recongize MY voice?? I do speak

> > english fluentlly, and people sometime don't even realize that

> > I'm deaf. However, I have tried using my mom's voice

> > recongization program, and it does squat. Not all deafies have

> > great voices, and some don't speak at all....regardless, voice

> > recognition is not the way to go to satisfy the needs of deaf

> > people.


> Heh, must have been a little miscommunication on my part

> there...my suggestion for using voice-recog was not so much that

> the deaf player would speak to the computer, but rather to allow

> for a sort of "dynamic captioning" so that a deaf player (or

> someone without speakers/headphones, or whatever might prevent

> them from hearing conversations) has a chance of following along

> while their teammates chat. Thus, while your teammates might be

> using voice chat, your local VR system could theoretically pull

> in those voice feeds and dynamically caption them. Or at least

> give the half-hearted transcription that VR currently provides

> (95-98% recognition sounds impressively high until you try and

> use it) while dragging your processor to its knees. However, it

> might be better than nothing.


> Or, it would be even crazier to allow voice+video chat which

> might theoretically allow signing teammates to sign to each

> other. Granted, trying to sign in the heat of battle when both

> hands are on the controller might be a bit of a challenge, but it

> at least opens another avenue of communication between teammates.

> This could even be taken a step further and use image processing

> on the local side of things so that the player's avatar does the

> signing. Granted, the computer would only pick up gross

> movements, rather than the subtle nuances that are involved in

> signing, so this might be a step backwards for accessibility. :-/


> -tim




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