[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
> >
> > _______________________________________________
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> > 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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