[games_access] GDC deadline in less than 8 hours and help isneeded!
d. michelle hinn
hinn at uiuc.edu
Mon Oct 1 23:15:50 EDT 2007
No problem! With 45 minutes left to go I think
we'll get the ones in we need to and then we can
look at the indie and serious summits.
>Hi,
>
>I just submitted the AudiOdyssey Post Mortem. I
>made a bunch of changes so it shouldn't overlap
>that much with what everyone else is submitting
>(hopefully). I've attached it below in case
>anyone is interested.
>
>Michelle and Eelke, thanks so much for all your
>help and feedback. Everyone, please let me know
>if there's anything I can do to help your
>submissions before the deadline.
>
>Eitan
>
>----------
>Title:
>AudiOdyssey Post Mortem - How to Make a Wiimote Controlled Accessible PC Game
>
>
>
>Track, Format, Theme, Audience Level:
>Game Design - 1st, Vision - 2nd
>60 Minute Lecture
>Experimental
>Open to all experience levels
>
>
>
>Session Overview (50 words):
>AudiOdyssey is a downloadable prototype rhythm
>game which is usable by both sighted and
>non-sighted audiences. This session covers what
>went right and wrong in AudiOdyssey's
>development, why industry should care about
>disabled gamers, and tips for rapidly
>prototyping similar games.
>
>
>
>Concise Presentation Description (100 words):
>This past year, a small team at the
>Singapore-MIT GAMBIT Game Lab created
>AudiOdyssey, a prototype accessible video game
>designed for the visually impaired. A PC game,
>it opens up new, expressive interfaces to the
>blind by allowing for multiple control schemes,
>including the Wiimote. This session details the
>research behind the project, the production and
>design challenges the team faced, pitfalls and
>how they were (or werent) overcome, and
>provides advice for others looking to create
>similar games. The talk includes a live
>demonstration.
>
>
>Intended Audience and Prereqs (40 words):
>This talk is focused on design and intended for
>game designers, producers, academics, and people
>interested in experimental game design. No
>experience is required.
>
>
>
>Session Takeaway (40 words):
>- It is possible to make games that are both
>accessible and still enjoyable to mainstream
>gamers
>- Rapidly prototyping innovative game design
>ideas with a less is more philosophy
>ultimately leads to better, and more original,
>video games
>
>
>
>Extended abstract (500 words):
>
>Until recently non-casual gaming has been
>dominated by young men, with other groups
>comprising a relatively small portion of the
>market. Over the past few years, though, there
>has been an industry wide push to bring
>traditionally non-gaming demographics into the
>fold, with concerted commercial efforts to make
>and market games for women, the elderly, and the
>very young. However, the disabled have
>consistently been left out of such growth, and
>today there are few accessible games. This is
>curious, as a huge percentage of people suffer
>from disabilities - according to the 2000 US
>Census, 18.6% of citizens aged 16 to 64 suffer
>from some form of disability (granted, many of
>these individuals are in the higher segment of
>the age range).
>
>This is bizarre how can the industry ignore
>such a large potential market share? Many game
>developers rationalize this trend by arguing
>that accessible games tend to perform poorly in
>mainstream audiences, as the games are generally
>inferior to non-accessible productions. The MIT
>GAMBIT games lab doesnt buy into that
>reasoning. Believing there is a huge demand for
>accessible games, the lab created AudiOdyssey, a
>prototype game that is accessible to BOTH the
>visually impaired and the sighted mainstream.
>
>AudiOdyssey's development had four research goals, namely:
>
>- Implementing a game design that allows
>visually impaired and sighted users to play the
>game in the same way, with the same level of
>challenge, and share a common gaming experience.
>- Designing online multiplayer that allows for
>identity masking, at least in the sense that
>users in remote locations should not be aware of
>the visual status of their gaming counterpart.
>- Designing alternative control schemes for
>improved accessibility to the visually impaired.
>- Creating a fun, engaging game that relies on
>audio more than visuals to simulate an exciting
>experience.
>
>Over a rapid, summer-long development cycle, a
>small team of eight undergraduates and graduates
>took AudiOdyssey from research idea to
>implemented prototype. Overall, development was
>very successful Wiimote controls were added to
>allow for a more expressive interface, spatial
>sound output was used to give cues to the user,
>and visually impaired users were consulted to
>make sure the final product was usable by
>everyone, regardless of their level of sight.
>Unfortunately, parts of development proved
>problematic, and the team was forced to drop
>multiplayer, made poor choices about sound
>formats, and failed to add adjustable difficulty
>prior to release.
>
>Given by AudiOdysseys project lead, the GDC
>presentation will be a lively discussion
>covering how the research goals for the project
>were picked, the experimental game development
>process, and motivation for why similar games
>should be created. Attention will be paid to
>which parts of the process worked, which didn't,
>and why they didn't. Pitfalls in accessible game
>development will be explored thoroughly. The
>talk will also cover formal testing results
>(taking place in late October), and conclude
>with a live demo of the game and a Q + A session.
>
>
>
>
>Presentation Materials (400 CHARS):
>QuickTime, Powerpoint & Projector
>Live Demonstration of AudiOdyssey (we will
>provide laptop and wiimote, we only need AV
>cables)
>
>
>
>Past Speaking Engagements (800 CHARS):
>"Immune Attack: Teaching Biology in a Video
>Game", at Games for Health, May 9th, 2006
>"Immune Attack: Teaching Biology in a Video
>Game", at Games for Health, Sept. 29th, 2006
>Contact for Games for Health Talks:
>Ben Sawyer, bsawyer at dmill.com, Co-Founder of
>Digital Mill, organizer for Serious Games Summits
>
>"Immune Attack: An Educational Video Game", at
>the National Science Foundation, May 31st, 2006
>No Contact Info Available
>
>Accepted Talks:
>"AudiOdyssey: An Accessible Game for Both
>Sighted and Non-Sighted Gamers", at FuturePlay,
>Nov 2007
>Contact: Dr. Bill Kapralos and Jim Parker,
>Bill.Kapralos at uoit.ca and jparker at ucalgary.ca
>
>Recent CNN article on AudiOdyssey and GAMBIT:
>http://www.cnn.com/2007/BUSINESS/09/02/video.blind/
>
>
>At 06:01 PM 10/1/2007, Thomas Westin wrote:
>>OK I've made some minor edits, most notably I changed, in the
>>extended abstract, "discuss" to "show examples" since I think that is
>>more what we are going to do, and running examples tend to attract
>>developers more than just discussion
>>
>>apart from that I think the text answers to all of the questions asked.
>>
>>/Thomas
>>
>>1 okt 2007 kl. 23.46 skrev Thomas Westin:
>>
>>>Hi Michelle
>>>
>>>I'm not certain exactly what you refer to with flesh out, but I can
>>>read through the Jedi thing once more and see if I can improve some
>>>things.
>>>
>>>Kind regards
>>>Thomas
>>>
>>>1 okt 2007 kl. 23.26 skrev d. michelle hinn:
>>>
>>>>So we have a lot left to tune up and flesh out before we can turn
>>>>in most of the proposals. Is anyone out there able to help? I know
>>>>Reid's on the case too.
>>>>
>>>>I've already been informed that the curriculum panel that already
>>>>went into the system will be automatically rejected because the
>>>>education people aren't associating at all with GDC...So we're
>>>>already down one and we've got 9 more to push through in the hopes
>>>>that we'll get some accepted so that we actually get those GDC
>>>>pass thingees that let us in. Remember...an expo pass for a booth
>>>>only lets us into the expo. And a lot of our institutions won't
>>>>pay for us to go to GDC and not give a talk. So if your name is
>>>>attached to any of the proposals help make sure it gets wrapped up
>>>>or it won't make it in. The server is SLOW on top of it so it's
>>>>taking me about 30 minutes to turn in each proposal...
>>>>
>>>>Michelle
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>>>>http://seven.pairlist.net/mailman/listinfo/games_access
>>>
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>>
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