[games_access] A Simpler Tack

Eelke Folmer eelke.folmer at gmail.com
Tue Nov 13 03:37:28 EST 2007


Also audio cues are linear e.g if you need to play a note on fret 1
and fret 3 at the same time how would you do that as an audio cue?
With haptic input its much easier.

cheers Eelke



On 11/13/07, Eelke Folmer <eelke.folmer at gmail.com> wrote:

> Hi Richard,

>

> It is all about listening allright, but you need some sort of stimuli

> to indicate when to press the right button and for how long, this

> creates a large number of different stimuli; there are 4 different

> frets and the notes vary in lenght on a scale from 1 to 40; which

> combined creates up to 250 different stimuli. We considered using

> audio cues, and with regard to the required hardware that would have

> been a better solution but listening to the music and using audio cues

> even using a headset with split outputs it is just too confusing. Our

> haptic glove each finger starts buzzing whenever you need to play a

> note and when it stops you release it. The video was the first time we

> tested it out with a blind person, who had never played guitar hero

> nor guitar before. We have slightly modified the glove increase it's

> "spatial" resolution and we get much better results. We ourselves can

> blind play most of the easy songs.

>

> We'll demo it at GDC so you can "feel" for yourself ;-)

>

> Cheers Eelke

>

>

> On 11/12/07, AudioGames.net <richard at audiogames.net> wrote:

> > Why a glove... ? When Guitar Hero is all about listening, you chose for a

> > tactile accessible interface... ?

> >

> > (btw: you should put glitter on it and make it a Michael Jackson glove :)

> >

> >

> > ----- Original Message -----

> > From: "Eelke Folmer" <eelke.folmer at gmail.com>

> > To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>

> > Sent: Tuesday, November 13, 2007 8:26 AM

> > Subject: Re: [games_access] A Simpler Tack

> >

> >

> > > Hmmmm.......

> > >

> > > I like the idea but these some of these game genres are pretty "old",

> > > I can't remember any recent pinball or golf (except wii sports) games

> > > coming out. It's good to investigate such interfaces to gain more

> > > insights into how people with disabilities can play games, but the

> > > experiences gained do not translate very well to the majority of

> > > modern games. I'd like to see more accessible versions of popular

> > > games genres such as an RTS (we're already working on that ;-) or

> > > games like monkey ball which I think could be translated easily to a

> > > one button game.

> > >

> > > Speaking of another popular game genre that we are trying to make

> > > accessible check out this video:

> > > http://www.youtube.com/watch?v=_UwY0vyCXxg

> > > It's our first testrun with our "blind hero", its far from perfect but

> > > we made some adjustments and hope to continue testing our prototype

> > > glove within the next few weeks.

> > >

> > > cheers Eelke

> > >

> > >

> > >

> > > On 11/12/07, Barrie Ellis <barrie.ellis at oneswitch.org.uk> wrote:

> > >>

> > >>

> > >>

> > >> Not sure if this made it through - e-mail filtered this one out I

> > >> think...

> > >> Here it is again:

> > >>

> > >> ________________________________

> > >>

> > >>

> > >>

> > >> 1. Generic Racing Game

> > >>

> > >> a. Fully Redefinable controls.

> > >> b. Compatibility with Alternative Controllers. Use a basic Arcade Stick

> > >> (e.g. Xbox 360 HORI Arcade Stick) as easy to obtain example.

> > >> c. Easy Play Modes. E.g. Quick Start Menu System - test tracks - an oval

> > >> track - driver assists (see most SEGA F355 Challenge) - barriers.

> > >>

> > >>

> > >> 2. Generic Golf Game

> > >>

> > >> a. Fully Redefinable controls.

> > >> b. Compatibility with Alternative Controllers. Use a basic Arcade Stick

> > >> (e.g. Xbox 360 HORI Arcade Stick) as easy to obtain example.

> > >> c. Easy Play Modes. E.g. ability to switch off wind and slice (see

> > >> Everybody's Golf) and a One-button play mode - including menu access.

> > >>

> > >>

> > >> 3. Generic Pinball Game.

> > >>

> > >>

> > >> a. Fully Redefinable controls.

> > >> b. Compatibility with Alternative Controllers. Use a basic Arcade Stick

> > >> (e.g. Xbox 360 HORI Arcade Stick) as easy to obtain example.

> > >> c. Easy Play Modes. E.g. ability to adjust the virtual slant of the table

> > >> to

> > >> slow the game right down or speed it up - One-button play mode -

> > >> including

> > >> menu access.

> > >>

> > >>

> > >> Explanatory icon design? Off the top of my head:

> > >>

> > >> Not sure... I liked Atari's generic bear symbol for "Special Feature" for

> > >> Kids. However, times have changed now, and I can't see adults

> > >> appreciating

> > >> that as a mark of accessibility. I think CC should probably have it's own

> > >> logo. I can't see main-stream developers going for the "universal symbol

> > >> of

> > >> accessibility" either (wheelchair stick drawing in white on a blue

> > >> background). Needs to be something simple, recongisable, and perhaps with

> > >> a

> > >> very small URL showing people where to get info on that particular games

> > >> accessibility features.

> > >>

> > >> Any thoughts?

> > >>

> > >> Barrie

> > >> www.OneSwitch.org.uk

> > >>

> > >>

> > >>

> > >>

> > >>

> > >> ----- Original Message -----

> > >> From: Barrie Ellis

> > >> To: IGDA Games Accessibility SIG Mailing List

> > >> Sent: Tuesday, November 06, 2007 12:29 PM

> > >> Subject: [games_access] A simpler tack

> > >>

> > >>

> > >> Why don't we try this...?

> > >>

> > >> 1. Discuss a few game genres that can easily be made more accessible. I

> > >> suggest racing games, golf games and pinball. All easy to comprehend.

> > >> 2. Make a top 3 accessibilty features wish list for each type.

> > >> 3. Draw up our own Accessibility logos for those features.

> > >> 4. Contact specific developers. Not Sony - Not Microsoft - but actual

> > >> game

> > >> development PR and management.

> > >> 5. Offer our support via the IGDA GASIG.

> > >> 6. Keep a log of our progress.

> > >>

> > >> Barrie

> > >> www.OneSwitch.org.uk

> > >>

> > >>

> > >> ________________________________

> > >>

> > >>

> > >> _______________________________________________

> > >> 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

> > > ----------------------------------------------------------------------------

> > > _______________________________________________

> > > 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

> ----------------------------------------------------------------------------

>



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Eelke Folmer Assistant Professor
Department of CS&E/171
University of Nevada Reno, Nevada 89557
Game interaction design www.helpyouplay.com
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