From arthit73 at cablespeed.com Sat Sep 1 15:09:36 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 1 Sep 2007 15:09:36 -0400 Subject: [games_access] GDC Austin -- top-secret launch. By David. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIxk/CkA References: AAAAADBf8GSYa4xDlD4sBa5lcIxk/CkA Message-ID: <006001c7eccb$a36a08e0$6401a8c0@Inspiron> Report from Robert Florio. Game designer on project top-secret. My last report is that the game to the media at GDC Austin. So if anyone is there and can get some PR release from them that would be great or whenever we need. Also in competition is supposed to release to developers in about 10 days to actually make on game as the designers the gamers and yet been working since April designing the game and will continue to hold control over design while developers fight for our votes in the end to get the contract to build it. Demo. The demo should be available by GDC 2008 San Francisco. Accessibility on the game. I've been working with several members getting tremendous support in the a working on a mock demo of some of the game user interface controls for actually controlling the characters on screen. It should be fairly accessible for people with physical impairments. They're also working on the audio input and output so that it is great for normal players also great for those with absence of visual and audio impairments as a gamer. Note. I'd like to start keeping more of a blog on our special interest group web site if that's possible again please let me know? Sorry to hear about you being sick Michelle. Meeting anyone? About top-secret? I can meet next week with anyone. MSN. arthit73 at cablespeed.com use that to connect with me. Thursday, August 6. 1 p.m. Eastern time. Thanks. Robert www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of hinn at uiuc.edu Sent: Friday, August 31, 2007 5:41 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] GDC Austin -- Michelle and Richard Hi all, Richard and I were asked to give a talk on game accessibility "when audio IS the way you play the game" and that's this next week. As for this past week...I was in hospital wednesday until about now with no email access...but I was so sick i didn't care. damn kidneys. anyway no meetings this next week unless one of the committee chairs would like to run a meeting on the concerns/projects/etc of their committee -- I'll let them announce that on their own. When I return we'll give one more stab a figuring out a monthly meeting sched...part 78! :D 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 Sep 1 15:51:54 2007 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Sat, 1 Sep 2007 14:51:54 -0500 (CDT) Subject: [games_access] GDC Austin -- top-secret launch. By David. Message-ID: <20070901145154.AUA94743@expms2.cites.uiuc.edu> Re: Blog on website -- I am STILL waiting to hear when the new IGDA web changes will occur so I'm working on a way to tie in the forums at gameaccessibility.com to our wiki for at least the time being. In the time being for that happening...please feel free to put up things on the wiki and then send a note to the link on the wiki here. Since I lost most of last week to being in the hospital, I'm running behind schedule a bit and I'm leaving for GDC Austin tomorrow to give a talk with Richard on GA/Game Audio that they'd wanted us to give since the conference last year. I will try and find out more about Top Secret while at the conference. Is there a formal presentation of it at GDC Austin, Robert? I'm not sure what exactly is going on with my kidneys but I think that the letters GDC have something to do with it since I got sick at the end of GDC San Fran and sick before GDC Austin. This time was much more serious, however, as my pulse/ox went down to 60 at several times...yikes. Michelle ---- Original message ---- >Date: Sat, 1 Sep 2007 15:09:36 -0400 >From: "Robert Florio" >Subject: Re: [games_access] GDC Austin -- top-secret launch. By David. >To: "'IGDA Games Accessibility SIG Mailing List'" > >Report from Robert Florio. Game designer on project top-secret. > > My last report is that the game to the media at GDC Austin. So if anyone >is there and can get some PR release from them that would be great or >whenever we need. > >Also in competition is supposed to release to developers in about 10 days to >actually make on game as the designers the gamers and yet been working since >April designing the game and will continue to hold control over design while >developers fight for our votes in the end to get the contract to build it. > >Demo. > >The demo should be available by GDC 2008 San Francisco. > >Accessibility on the game. > >I've been working with several members getting tremendous support in the a >working on a mock demo of some of the game user interface controls for >actually controlling the characters on screen. It should be fairly >accessible for people with physical impairments. They're also working on >the audio input and output so that it is great for normal players also great >for those with absence of visual and audio impairments as a gamer. > >Note. > >I'd like to start keeping more of a blog on our special interest group web >site if that's possible again please let me know? Sorry to hear about you >being sick Michelle. > >Meeting anyone? About top-secret? > >I can meet next week with anyone. > >MSN. arthit73 at cablespeed.com use that to connect with me. > >Thursday, August 6. 1 p.m. Eastern time. > >Thanks. >Robert > >www.RobertFlorio.com > > > > > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of hinn at uiuc.edu >Sent: Friday, August 31, 2007 5:41 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: [games_access] GDC Austin -- Michelle and Richard > >Hi all, > >Richard and I were asked to give a talk on game accessibility "when audio IS >the way you play the game" and that's this next week. As for this past >week...I was in hospital wednesday until about now with no email >access...but I was so sick i didn't care. damn kidneys. anyway no meetings >this next week unless one of the committee chairs would like to run a >meeting on the concerns/projects/etc of their committee -- I'll let them >announce that on their own. > >When I return we'll give one more stab a figuring out a monthly meeting >sched...part 78! :D > >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 ....................................... 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 arthit73 at cablespeed.com Sat Sep 1 16:45:43 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 1 Sep 2007 16:45:43 -0400 Subject: [games_access] GDC Austin -- top-secret launch. By David. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwkASoA References: AAAAADBf8GSYa4xDlD4sBa5lcIwkASoA Message-ID: <006401c7ecd9$11072dd0$6401a8c0@Inspiron> I try to find out more about it I'm not sure when Austin GDC is exactly what dates? I'll be meeting up with David Perry at the San Francisco February conference. As well as some other members of our team. But as far as the press release he's going to send it out to some 1000 released places. I think it also the announcement for the contest separate them the award for directing a game. The next newsletter that comes out from our game I will forward here. It should be seen. Within the next 10 days some really big things are happening with our game. One of them is this launch to the media. The other one is the contest opening two competing development teams. As those development team start building our game eventually the members of the current design team of our top-secret contest, myself and other gamers, we will pick the winner development team who will be rewarded a $500,000 contract to build our game and listen to what we want, the designers to make it what we want. I'll find out more Tuesday at our next meeting. Our development team meets every Tuesday and Thursday. Live on team speak voice speaking. Michelle. Sorry about your kidneys. Having a paw Sox at 60 is incredibly sick. When mine gets below 95 I usually have pneumonia. I usually run around 98 to 100. 100 is the max. Anywhere from 95 to 100 is safe. 95 is questionable. How do you do it? Posting the blog? Again I'm not sure how to do that? Can you send me a link directly to where I need to login and then the link to where I post? Because I don't know how. Thanks. Robert www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of hinn at uiuc.edu Sent: Saturday, September 01, 2007 3:52 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] GDC Austin -- top-secret launch. By David. Re: Blog on website -- I am STILL waiting to hear when the new IGDA web changes will occur so I'm working on a way to tie in the forums at gameaccessibility.com to our wiki for at least the time being. In the time being for that happening...please feel free to put up things on the wiki and then send a note to the link on the wiki here. Since I lost most of last week to being in the hospital, I'm running behind schedule a bit and I'm leaving for GDC Austin tomorrow to give a talk with Richard on GA/Game Audio that they'd wanted us to give since the conference last year. I will try and find out more about Top Secret while at the conference. Is there a formal presentation of it at GDC Austin, Robert? I'm not sure what exactly is going on with my kidneys but I think that the letters GDC have something to do with it since I got sick at the end of GDC San Fran and sick before GDC Austin. This time was much more serious, however, as my pulse/ox went down to 60 at several times...yikes. Michelle ---- Original message ---- >Date: Sat, 1 Sep 2007 15:09:36 -0400 >From: "Robert Florio" >Subject: Re: [games_access] GDC Austin -- top-secret launch. By David. >To: "'IGDA Games Accessibility SIG Mailing List'" > >Report from Robert Florio. Game designer on project top-secret. > > My last report is that the game to the media at GDC Austin. So if anyone >is there and can get some PR release from them that would be great or >whenever we need. > >Also in competition is supposed to release to developers in about 10 days to >actually make on game as the designers the gamers and yet been working since >April designing the game and will continue to hold control over design while >developers fight for our votes in the end to get the contract to build it. > >Demo. > >The demo should be available by GDC 2008 San Francisco. > >Accessibility on the game. > >I've been working with several members getting tremendous support in the a >working on a mock demo of some of the game user interface controls for >actually controlling the characters on screen. It should be fairly >accessible for people with physical impairments. They're also working on >the audio input and output so that it is great for normal players also great >for those with absence of visual and audio impairments as a gamer. > >Note. > >I'd like to start keeping more of a blog on our special interest group web >site if that's possible again please let me know? Sorry to hear about you >being sick Michelle. > >Meeting anyone? About top-secret? > >I can meet next week with anyone. > >MSN. arthit73 at cablespeed.com use that to connect with me. > >Thursday, August 6. 1 p.m. Eastern time. > >Thanks. >Robert > >www.RobertFlorio.com > > > > > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of hinn at uiuc.edu >Sent: Friday, August 31, 2007 5:41 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: [games_access] GDC Austin -- Michelle and Richard > >Hi all, > >Richard and I were asked to give a talk on game accessibility "when audio IS >the way you play the game" and that's this next week. As for this past >week...I was in hospital wednesday until about now with no email >access...but I was so sick i didn't care. damn kidneys. anyway no meetings >this next week unless one of the committee chairs would like to run a >meeting on the concerns/projects/etc of their committee -- I'll let them >announce that on their own. > >When I return we'll give one more stab a figuring out a monthly meeting >sched...part 78! :D > >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 ....................................... 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 Sep 1 21:59:50 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 1 Sep 2007 20:59:50 -0500 Subject: [games_access] GDC Austin -- top-secret launch. By David. In-Reply-To: <006401c7ecd9$11072dd0$6401a8c0@Inspiron> References: AAAAADBf8GSYa4xDlD4sBa5lcIwkASoA <006401c7ecd9$11072dd0$6401a8c0@Inspiron> Message-ID: Austin GDC is this week Sept 5-7 -- David Perry is giving one of the talks. I'll post more about the wiki shortly -- anyone else who has been posting can help you out as well! Pulse/Ox -- yeah, we're not sure, yet, why it went so low but, yeah, I was really, really sick. Sicker than I've been in a long time (which is saying something since I do get sick so often). The nurses even brought in two other machines because they didn't believe it could be so low! It was pretty scary the past few days and now my hands, etc are swollen thanks to all the fluids I got. Not a great way to start out the new school year -- my students must be freaked out. Hopefully they just see it as a vacation??? Michelle >I try to find out more about it I'm not sure when Austin GDC is exactly what >dates? > >I'll be meeting up with David Perry at the San Francisco February >conference. As well as some other members of our team. But as far as the >press release he's going to send it out to some 1000 released places. I >think it also the announcement for the contest separate them the award for >directing a game. > >The next newsletter that comes out from our game I will forward here. It >should be seen. Within the next 10 days some really big things are >happening with our game. > >One of them is this launch to the media. The other one is the contest >opening two competing development teams. As those development team start >building our game eventually the members of the current design team of our >top-secret contest, myself and other gamers, we will pick the winner >development team who will be rewarded a $500,000 contract to build our game >and listen to what we want, the designers to make it what we want. > >I'll find out more Tuesday at our next meeting. Our development team meets >every Tuesday and Thursday. Live on team speak voice speaking. > >Michelle. > >Sorry about your kidneys. Having a paw Sox at 60 is incredibly sick. When >mine gets below 95 I usually have pneumonia. I usually run around 98 to >100. 100 is the max. Anywhere from 95 to 100 is safe. 95 is questionable. > >How do you do it? > >Posting the blog? > >Again I'm not sure how to do that? Can you send me a link directly to where >I need to login and then the link to where I post? Because I don't know >how. Thanks. > >Robert >www.RobertFlorio.com > > > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of hinn at uiuc.edu >Sent: Saturday, September 01, 2007 3:52 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] GDC Austin -- top-secret launch. By David. > >Re: Blog on website -- I am STILL waiting to hear when the new IGDA web >changes will occur so I'm working on a way to tie in the forums at >gameaccessibility.com to our wiki for at least the time being. In the time >being for that happening...please feel free to put up things on the wiki and >then send a note to the link on the wiki here. > >Since I lost most of last week to being in the hospital, I'm running behind >schedule a bit and I'm leaving for GDC Austin tomorrow to give a talk with >Richard on GA/Game Audio that they'd wanted us to give since the conference >last year. I will try and find out more about Top Secret while at the >conference. Is there a formal presentation of it at GDC Austin, Robert? > >I'm not sure what exactly is going on with my kidneys but I think that the >letters GDC have something to do with it since I got sick at the end of GDC >San Fran and sick before GDC Austin. This time was much more serious, >however, as my pulse/ox went down to 60 at several times...yikes. > >Michelle > >---- Original message ---- >>Date: Sat, 1 Sep 2007 15:09:36 -0400 >>From: "Robert Florio" >>Subject: Re: [games_access] GDC Austin -- top-secret launch. By David. >>To: "'IGDA Games Accessibility SIG Mailing List'" >> >>Report from Robert Florio. Game designer on project top-secret. > > >> My last report is that the game to the media at GDC Austin. So if anyone >>is there and can get some PR release from them that would be great or >>whenever we need. >> >>Also in competition is supposed to release to developers in about 10 days >to >>actually make on game as the designers the gamers and yet been working >since >>April designing the game and will continue to hold control over design >while >>developers fight for our votes in the end to get the contract to build it. >> >>Demo. >> >>The demo should be available by GDC 2008 San Francisco. >> >>Accessibility on the game. >> >>I've been working with several members getting tremendous support in the a >>working on a mock demo of some of the game user interface controls for >>actually controlling the characters on screen. It should be fairly >>accessible for people with physical impairments. They're also working on >>the audio input and output so that it is great for normal players also >great >>for those with absence of visual and audio impairments as a gamer. >> >>Note. >> >>I'd like to start keeping more of a blog on our special interest group web >>site if that's possible again please let me know? Sorry to hear about you >>being sick Michelle. >> >>Meeting anyone? About top-secret? >> >>I can meet next week with anyone. >> >>MSN. arthit73 at cablespeed.com use that to connect with me. >> >>Thursday, August 6. 1 p.m. Eastern time. >> >>Thanks. >>Robert >> >>www.RobertFlorio.com >> >> >> >> >> >>-----Original Message----- >>From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >>On Behalf Of hinn at uiuc.edu >>Sent: Friday, August 31, 2007 5:41 PM >>To: IGDA Games Accessibility SIG Mailing List >>Subject: [games_access] GDC Austin -- Michelle and Richard >> >>Hi all, >> >>Richard and I were asked to give a talk on game accessibility "when audio >IS >>the way you play the game" and that's this next week. As for this past >>week...I was in hospital wednesday until about now with no email >>access...but I was so sick i didn't care. damn kidneys. anyway no meetings >>this next week unless one of the committee chairs would like to run a >>meeting on the concerns/projects/etc of their committee -- I'll let them >>announce that on their own. >> >>When I return we'll give one more stab a figuring out a monthly meeting >>sched...part 78! :D >> >>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 >....................................... >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 eelke.folmer at gmail.com Mon Sep 3 16:38:31 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Mon, 3 Sep 2007 13:38:31 -0700 Subject: [games_access] GDC Austin -- Michelle and Richard In-Reply-To: <20070831164045.AUA27721@expms2.cites.uiuc.edu> References: <20070831164045.AUA27721@expms2.cites.uiuc.edu> Message-ID: <836db6300709031338j3373d404g72861706992f8544@mail.gmail.com> hey Michelle, I'm sorry to hear your kidneys are giving you trouble again. Let me know if I can do anything. I think discussing over the email works pretty well. We are all so dispersed over the planet that it's just hard to coordinate online meetings. There are a few things that need to be discussed right? Futureplay and E for all are coming up. 1) E for all doesn't require us to do a presentation but we probably should coordinate our efforts (who's coming anyway?) I planned on bringing 2/3 laptops with running some of my stuff (including the one button HL2, voice client for secondlife etc). 2) Futureplay: Who is going? We should probably start coordinating our tutorial and maybe we can discuss the following questions: 2.1) Who's our audience? from last year it's mostly academic so i think we should also target our tutorial to academics with a strong focus on research questions / directions. 2.2) Who is going? Me you? who else? 2.3) what are we going to talk about? ...... Cheers Eelke Cheers Eelke On 8/31/07, hinn at uiuc.edu wrote: > Hi all, > > Richard and I were asked to give a talk on game accessibility "when audio IS the way you play the game" and that's this next week. As for this past week...I was in hospital wednesday until about now with no email access...but I was so sick i didn't care. damn kidneys. anyway no meetings this next week unless one of the committee chairs would like to run a meeting on the concerns/projects/etc of their committee -- I'll let them announce that on their own. > > When I return we'll give one more stab a figuring out a monthly meeting sched...part 78! :D > > 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 kjb at it.rit.edu Mon Sep 3 17:20:33 2007 From: kjb at it.rit.edu (Kevin J. Bierre) Date: Mon, 03 Sep 2007 17:20:33 -0400 Subject: [games_access] GDC Austin -- Michelle and Richard In-Reply-To: <836db6300709031338j3373d404g72861706992f8544@mail.gmail.com> References: <20070831164045.AUA27721@expms2.cites.uiuc.edu> <836db6300709031338j3373d404g72861706992f8544@mail.gmail.com> Message-ID: Eelke, I'm planning to go to FuturePlay. I think Michelle and Dimitris are also planning to attend. There's a rough cut at a tutorial schedule out on the Wiki under the SIG projects. We're looking for some feedback. You're right about it being mostly academics. In addition to pushing research, we could also push getting accessibility into design and implementation courses. Kevin IGDA Games Accessibility SIG Mailing List on Monday, September 03, 2007 at 4:38 PM -0500 wrote: >hey Michelle, > >I'm sorry to hear your kidneys are giving you trouble again. Let me >know if I can do anything. I think discussing over the email works >pretty well. We are all so dispersed over the planet that it's just >hard to coordinate online meetings. > >There are a few things that need to be discussed right? > >Futureplay and E for all are coming up. > >1) E for all doesn't require us to do a presentation but we probably >should coordinate our efforts (who's coming anyway?) I planned on >bringing 2/3 laptops with running some of my stuff (including the one >button HL2, voice client for secondlife etc). > >2) Futureplay: Who is going? We should probably start coordinating our >tutorial and maybe we can discuss the following questions: >2.1) Who's our audience? from last year it's mostly academic so i >think we should also target our tutorial to academics with a strong >focus on research questions / directions. >2.2) Who is going? Me you? who else? >2.3) what are we going to talk about? ...... > >Cheers Eelke > > > > > >Cheers Eelke > > >On 8/31/07, hinn at uiuc.edu wrote: >> Hi all, >> >> Richard and I were asked to give a talk on game accessibility "when audio IS the way you play the game" and that's this next week. As for this past week...I was in hospital wednesday until about now with no email access...but I was so sick i didn't >care. damn kidneys. anyway no meetings this next week unless one of the committee chairs would like to run a meeting on the concerns/projects/etc of their committee -- I'll let them announce that on their own. >> >> When I return we'll give one more stab a figuring out a monthly meeting sched...part 78! :D >> >> 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 >---------------------------------------------------------------------------- >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access Kevin Bierre, Associate Professor (kjb at it.rit.edu) Information Technology, Rochester Institute of Technology 585-475-5358 102 Lomb Memorial Drive Bldg 70-2637 Rochester, NY 14623 From arthit73 at cablespeed.com Mon Sep 3 17:57:34 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Mon, 3 Sep 2007 17:57:34 -0400 Subject: [games_access] GDC Austin -- top-secret launch. By David speaking!. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwkASoA References: AAAAADBf8GSYa4xDlD4sBa5lcIwkASoA Message-ID: <006501c7ee75$6f5d2c70$6401a8c0@Inspiron> Yes I just figured out when David is speaking at the Austin conference GDC. David Perry will be speaking on Friday, at 11 am, in Ballroom A. The lady who is really in communication with him and will be there as well her screen name is Tandy I'll have to get her real name see if you guys can meet with there. I told her about me and involvement you guys what we do advocate for accessibility and I've told the whole group about what to do with the game and I got many responses and good success for a good feature for this game to be accessible. As I understand if this game is made accessible it will be the very first game at this large of the scale in production and with this large of a company backing it. Thank you and please get back to me what information you would like me to give you and what you think might be able to do to at least get to this conference to let me know what it's like and what you plan to do? I'm trying to log into the wiki page to do some blogging. Is very specifically do it? I noticed that clicking on the link of my name doesn't bring up any information about me is there a way to get that changed? Robert www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of hinn at uiuc.edu Sent: Saturday, September 01, 2007 3:52 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] GDC Austin -- top-secret launch. By David. Re: Blog on website -- I am STILL waiting to hear when the new IGDA web changes will occur so I'm working on a way to tie in the forums at gameaccessibility.com to our wiki for at least the time being. In the time being for that happening...please feel free to put up things on the wiki and then send a note to the link on the wiki here. Since I lost most of last week to being in the hospital, I'm running behind schedule a bit and I'm leaving for GDC Austin tomorrow to give a talk with Richard on GA/Game Audio that they'd wanted us to give since the conference last year. I will try and find out more about Top Secret while at the conference. Is there a formal presentation of it at GDC Austin, Robert? I'm not sure what exactly is going on with my kidneys but I think that the letters GDC have something to do with it since I got sick at the end of GDC San Fran and sick before GDC Austin. This time was much more serious, however, as my pulse/ox went down to 60 at several times...yikes. Michelle ---- Original message ---- >Date: Sat, 1 Sep 2007 15:09:36 -0400 >From: "Robert Florio" >Subject: Re: [games_access] GDC Austin -- top-secret launch. By David. >To: "'IGDA Games Accessibility SIG Mailing List'" > >Report from Robert Florio. Game designer on project top-secret. > > My last report is that the game to the media at GDC Austin. So if anyone >is there and can get some PR release from them that would be great or >whenever we need. > >Also in competition is supposed to release to developers in about 10 days to >actually make on game as the designers the gamers and yet been working since >April designing the game and will continue to hold control over design while >developers fight for our votes in the end to get the contract to build it. > >Demo. > >The demo should be available by GDC 2008 San Francisco. > >Accessibility on the game. > >I've been working with several members getting tremendous support in the a >working on a mock demo of some of the game user interface controls for >actually controlling the characters on screen. It should be fairly >accessible for people with physical impairments. They're also working on >the audio input and output so that it is great for normal players also great >for those with absence of visual and audio impairments as a gamer. > >Note. > >I'd like to start keeping more of a blog on our special interest group web >site if that's possible again please let me know? Sorry to hear about you >being sick Michelle. > >Meeting anyone? About top-secret? > >I can meet next week with anyone. > >MSN. arthit73 at cablespeed.com use that to connect with me. > >Thursday, August 6. 1 p.m. Eastern time. > >Thanks. >Robert > >www.RobertFlorio.com > > > > > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of hinn at uiuc.edu >Sent: Friday, August 31, 2007 5:41 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: [games_access] GDC Austin -- Michelle and Richard > >Hi all, > >Richard and I were asked to give a talk on game accessibility "when audio IS >the way you play the game" and that's this next week. As for this past >week...I was in hospital wednesday until about now with no email >access...but I was so sick i didn't care. damn kidneys. anyway no meetings >this next week unless one of the committee chairs would like to run a >meeting on the concerns/projects/etc of their committee -- I'll let them >announce that on their own. > >When I return we'll give one more stab a figuring out a monthly meeting >sched...part 78! :D > >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 ....................................... 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 eelke.folmer at gmail.com Tue Sep 4 02:04:45 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Mon, 3 Sep 2007 23:04:45 -0700 Subject: [games_access] GDC Austin -- Michelle and Richard In-Reply-To: References: <20070831164045.AUA27721@expms2.cites.uiuc.edu> <836db6300709031338j3373d404g72861706992f8544@mail.gmail.com> Message-ID: <836db6300709032304v572a2217p6e1a491cfb1d821f@mail.gmail.com> Hi, I checked out schedule. Sorry I missed the msn chats about futureplay but you guys did a good job! The schedule looks very good. I hope I can contribute to point 8, and maybe point 6 (only if there is room, maybe our one button HL2 mod would be nice). For section 8 I can offer to prepare a 25 minute lecture (or longer ) on interaction design pattern and how they form a tool for game developers to describe and share design knowledge. I'd be interested to contribute to no 10 too. I can compile a few slides on open issues with regard to research that might allow some brainstorming. We could even include: how can we market accessibility more since I expect mostly researchers there. Cheers Eelke On 9/3/07, Kevin J. Bierre wrote: > Eelke, > > I'm planning to go to FuturePlay. I think Michelle and Dimitris are also planning to attend. > > There's a rough cut at a tutorial schedule out on the Wiki under the SIG projects. We're looking for some feedback. > > You're right about it being mostly academics. In addition to pushing research, we could also push getting accessibility into design and implementation courses. > > Kevin > > IGDA Games Accessibility SIG Mailing List on Monday, September 03, 2007 at 4:38 PM -0500 wrote: > >hey Michelle, > > > >I'm sorry to hear your kidneys are giving you trouble again. Let me > >know if I can do anything. I think discussing over the email works > >pretty well. We are all so dispersed over the planet that it's just > >hard to coordinate online meetings. > > > >There are a few things that need to be discussed right? > > > >Futureplay and E for all are coming up. > > > >1) E for all doesn't require us to do a presentation but we probably > >should coordinate our efforts (who's coming anyway?) I planned on > >bringing 2/3 laptops with running some of my stuff (including the one > >button HL2, voice client for secondlife etc). > > > >2) Futureplay: Who is going? We should probably start coordinating our > >tutorial and maybe we can discuss the following questions: > >2.1) Who's our audience? from last year it's mostly academic so i > >think we should also target our tutorial to academics with a strong > >focus on research questions / directions. > >2.2) Who is going? Me you? who else? > >2.3) what are we going to talk about? ...... > > > >Cheers Eelke > > > > > > > > > > > >Cheers Eelke > > > > > >On 8/31/07, hinn at uiuc.edu wrote: > >> Hi all, > >> > >> Richard and I were asked to give a talk on game accessibility "when audio IS the way you play the game" and that's this next week. As for this past week...I was in hospital wednesday until about now with no email access...but I was so sick i didn't > >care. damn kidneys. anyway no meetings this next week unless one of the committee chairs would like to run a meeting on the concerns/projects/etc of their committee -- I'll let them announce that on their own. > >> > >> When I return we'll give one more stab a figuring out a monthly meeting sched...part 78! :D > >> > >> 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 > >---------------------------------------------------------------------------- > >_______________________________________________ > >games_access mailing list > >games_access at igda.org > >http://seven.pairlist.net/mailman/listinfo/games_access > > > > Kevin Bierre, Associate Professor (kjb at it.rit.edu) > Information Technology, Rochester Institute of Technology 585-475-5358 > 102 Lomb Memorial Drive Bldg 70-2637 > Rochester, NY 14623 > > > _______________________________________________ > 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 Tue Sep 4 12:30:47 2007 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Tue, 4 Sep 2007 11:30:47 -0500 (CDT) Subject: [games_access] GDC Austin -- Michelle and Richard Message-ID: <20070904113047.AUD28658@expms2.cites.uiuc.edu> Hi -- I'm at the GDC Austin now and will post a report when I return about that. Yes, I am going to futureplay - I submitted the proposal, after all :) Already booked flight and hotel. Re: Meetings -- I agree -- I think for now lets use email until we come to a place where we need something more synchronous because a deadline is approaching. I was thinking that since the 19 different lists weren't popular (hehe) that we could just have two lists -- this one and then one for anyone who wants to talk or know about details for specific projects. So then we wouldn't have as many emails like I am sending now for those who just want to hear overviews and/or get less mail (ie, lurkers, etc) and then those who want to debate the merits of an 11am meeting versus a 3pm meeting can do so on the other list. Both would be unmoderated like this list is now -- it would just give people the option of being on either list or both. Re: health -- feeling better but still a little sick here and there. Really tough to start out the semester that way -- my students were freaking out that my being in hospital would negatively effect their grades. Lol. Nono...I'm not THAT mean. ;) Re: E for all -- I do really need to know who can attend and for how many days they can attend. As it seems now, I am the only one at the booth the first two days. So if you can go for any amount of time, please let me know ASAP! Thanks! Michelle ---- Original message ---- >Date: Mon, 3 Sep 2007 23:04:45 -0700 >From: "Eelke Folmer" >Subject: Re: [games_access] GDC Austin -- Michelle and Richard >To: "IGDA Games Accessibility SIG Mailing List" > >Hi, > >I checked out schedule. Sorry I missed the msn chats about futureplay >but you guys did a good job! The schedule looks very good. I hope I >can contribute to point 8, and maybe point 6 (only if there is room, >maybe our one button HL2 mod would be nice). > >For section 8 I can offer to prepare a 25 minute lecture (or longer ) >on interaction design pattern and how they form a tool for game >developers to describe and share design knowledge. > >I'd be interested to contribute to no 10 too. I can compile a few >slides on open issues with regard to research that might allow some >brainstorming. We could even include: how can we market accessibility >more since I expect mostly researchers there. > >Cheers Eelke > > > > >On 9/3/07, Kevin J. Bierre wrote: >> Eelke, >> >> I'm planning to go to FuturePlay. I think Michelle and Dimitris are also planning to attend. >> >> There's a rough cut at a tutorial schedule out on the Wiki under the SIG projects. We're looking for some feedback. >> >> You're right about it being mostly academics. In addition to pushing research, we could also push getting accessibility into design and implementation courses. >> >> Kevin >> >> IGDA Games Accessibility SIG Mailing List on Monday, September 03, 2007 at 4:38 PM -0500 wrote: >> >hey Michelle, >> > >> >I'm sorry to hear your kidneys are giving you trouble again. Let me >> >know if I can do anything. I think discussing over the email works >> >pretty well. We are all so dispersed over the planet that it's just >> >hard to coordinate online meetings. >> > >> >There are a few things that need to be discussed right? >> > >> >Futureplay and E for all are coming up. >> > >> >1) E for all doesn't require us to do a presentation but we probably >> >should coordinate our efforts (who's coming anyway?) I planned on >> >bringing 2/3 laptops with running some of my stuff (including the one >> >button HL2, voice client for secondlife etc). >> > >> >2) Futureplay: Who is going? We should probably start coordinating our >> >tutorial and maybe we can discuss the following questions: >> >2.1) Who's our audience? from last year it's mostly academic so i >> >think we should also target our tutorial to academics with a strong >> >focus on research questions / directions. >> >2.2) Who is going? Me you? who else? >> >2.3) what are we going to talk about? ...... >> > >> >Cheers Eelke >> > >> > >> > >> > >> > >> >Cheers Eelke >> > >> > >> >On 8/31/07, hinn at uiuc.edu wrote: >> >> Hi all, >> >> >> >> Richard and I were asked to give a talk on game accessibility "when audio IS the way you play the game" and that's this next week. As for this past week...I was in hospital wednesday until about now with no email access...but I was so sick i didn't >> >care. damn kidneys. anyway no meetings this next week unless one of the committee chairs would like to run a meeting on the concerns/projects/etc of their committee -- I'll let them announce that on their own. >> >> >> >> When I return we'll give one more stab a figuring out a monthly meeting sched...part 78! :D >> >> >> >> 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 >> >---------------------------------------------------------------------------- >> >_______________________________________________ >> >games_access mailing list >> >games_access at igda.org >> >http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >> Kevin Bierre, Associate Professor (kjb at it.rit.edu) >> Information Technology, Rochester Institute of Technology 585-475-5358 >> 102 Lomb Memorial Drive Bldg 70-2637 >> Rochester, NY 14623 >> >> >> _______________________________________________ >> 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 ....................................... 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 eelke.folmer at gmail.com Tue Sep 4 13:48:20 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Tue, 4 Sep 2007 10:48:20 -0700 Subject: [games_access] music based video game Message-ID: <836db6300709041048n135ebb95i6a5d53f4b61bfc6@mail.gmail.com> music based video game: http://www.cnn.com/2007/BUSINESS/09/02/video.blind/ Developed by Eitan Glinert! -- ---------------------------------------------------------------------------- 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 Tue Sep 4 14:56:32 2007 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Tue, 4 Sep 2007 13:56:32 -0500 (CDT) Subject: [games_access] music based video game Message-ID: <20070904135632.AUD54608@expms2.cites.uiuc.edu> Cool -- and great timing too! We're finalizing the slides for tomorrow's presentation so we can say that games for the blind are in the news NOW! :) Thanks for sending the link! Cool that it's by Eitan! Michelle ---- Original message ---- >Date: Tue, 4 Sep 2007 10:48:20 -0700 >From: "Eelke Folmer" >Subject: [games_access] music based video game >To: "IGDA Games Accessibility SIG Mailing List" > >music based video game: > >http://www.cnn.com/2007/BUSINESS/09/02/video.blind/ > >Developed by Eitan Glinert! > >-- >---------------------------------------------------------------------------- >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 ....................................... 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 thomas at pininteractive.com Wed Sep 5 04:06:30 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Wed, 5 Sep 2007 10:06:30 +0200 Subject: [games_access] GDC Austin -- Michelle and Richard In-Reply-To: <20070831164045.AUA27721@expms2.cites.uiuc.edu> References: <20070831164045.AUA27721@expms2.cites.uiuc.edu> Message-ID: <0D42CD79-B35A-4F82-921D-DB599BB5E463@pininteractive.com> Hello great about GDC Austin! I'll give a talk for the staff at the University of Colombo, School of Computing (Sri Lanka) tomorrow, about GA, the SIG, Terraformers, and of course other games, like the CC versions of Doom3, HL2, and one-button HL2 etc etc. So now maybe we will get some SIG members in Asia :) now what would that do for meeting times, Sri Lanka is PST +13.5 hours :) /Thomas 31 aug 2007 kl. 23.40 skrev : > Hi all, > > Richard and I were asked to give a talk on game accessibility "when > audio IS the way you play the game" and that's this next week. As > for this past week...I was in hospital wednesday until about now > with no email access...but I was so sick i didn't care. damn > kidneys. anyway no meetings this next week unless one of the > committee chairs would like to run a meeting on the concerns/ > projects/etc of their committee -- I'll let them announce that on > their own. > > When I return we'll give one more stab a figuring out a monthly > meeting sched...part 78! :D > > 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 glinert at MIT.EDU Sat Sep 8 13:07:30 2007 From: glinert at MIT.EDU (Eitan Glinert) Date: Sat, 08 Sep 2007 13:07:30 -0400 Subject: [games_access] AudiOdyssey prototype release Message-ID: <6.2.1.2.2.20070908125922.03306080@po12.mit.edu> Hi Everyone, I'm pleased to announce the release of the AudiOdyssey prototype, a game that is designed to be accessible to both sighted and visually impaired individuals. It was made this past summer over two months by the new MIT-Singapore GAMBIT game lab. Since it's an early beta, download of the game is free - grab it (and other experimental, research based games) at http://gambit.mit.edu/loadgame/index.php. If you have any questions about the game, feel free to drop me a line. Cheers, Eitan From arthit73 at cablespeed.com Sat Sep 8 13:57:59 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 8 Sep 2007 13:57:59 -0400 Subject: [games_access] GDC Austin. David Perry's speech? In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIykIioA References: AAAAADBf8GSYa4xDlD4sBa5lcIykIioA Message-ID: <003901c7f241$cb585bb0$6401a8c0@Inspiron> High was anybody able to make it to the speech by David Perry in Austin GDC? >From what I heard it wasn't too big of a crowd but our design document is just about pretty good to go. So the publishing companies developers that want to start making the games for the contest are starting to come on now. And there have been laid out plans for its accessibility of "fun for all" design that I laid out with another designer . Looks like there's some great support for the that should definitely get made. If so will be the first game on the scale by the company to have an accessible all-around features made. Robert top-secret designer artist www.acllaim.com www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Eitan Glinert Sent: Saturday, September 08, 2007 1:08 PM To: games_access at igda.org Subject: [games_access] AudiOdyssey prototype release Hi Everyone, I'm pleased to announce the release of the AudiOdyssey prototype, a game that is designed to be accessible to both sighted and visually impaired individuals. It was made this past summer over two months by the new MIT-Singapore GAMBIT game lab. Since it's an early beta, download of the game is free - grab it (and other experimental, research based games) at http://gambit.mit.edu/loadgame/index.php. If you have any questions about the game, feel free to drop me a line. Cheers, Eitan _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sun Sep 9 00:46:17 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 8 Sep 2007 23:46:17 -0500 Subject: [games_access] GDC Austin. David Perry's speech? In-Reply-To: <003901c7f241$cb585bb0$6401a8c0@Inspiron> References: AAAAADBf8GSYa4xDlD4sBa5lcIykIioA <003901c7f241$cb585bb0$6401a8c0@Inspiron> Message-ID: Hi -- No, I wasn't able to make it but perhaps Richard did? I had to leave Austin early because I got even sicker than I was before I left -- I got a second infection (probably from the hospital stay) and was pretty much dead with the exception of the hour we presented for on Wednesday. I think I used all remaining power left in me on the talk (which went really, really well -- more later!). Michelle >High was anybody able to make it to the speech by David Perry in Austin GDC? >>From what I heard it wasn't too big of a crowd but our design document is >just about pretty good to go. So the publishing companies developers that >want to start making the games for the contest are starting to come on now. >And there have been laid out plans for its accessibility of "fun for all" >design that I laid out with another designer . Looks like there's some >great support for the that should definitely get made. If so will be the >first game on the scale by the company to have an accessible all-around >features made. > >Robert >top-secret designer artist >www.acllaim.com >www.RobertFlorio.com > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of Eitan Glinert >Sent: Saturday, September 08, 2007 1:08 PM >To: games_access at igda.org >Subject: [games_access] AudiOdyssey prototype release > >Hi Everyone, > >I'm pleased to announce the release of the AudiOdyssey prototype, a game >that is designed to be accessible to both sighted and visually impaired >individuals. It was made this past summer over two months by the new >MIT-Singapore GAMBIT game lab. Since it's an early beta, download of the >game is free - grab it (and other experimental, research based games) at >http://gambit.mit.edu/loadgame/index.php. > >If you have any questions about the game, feel free to drop me a line. > >Cheers, >Eitan > >_______________________________________________ >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 Sun Sep 9 00:48:11 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 8 Sep 2007 23:48:11 -0500 Subject: [games_access] AudiOdyssey prototype release In-Reply-To: <6.2.1.2.2.20070908125922.03306080@po12.mit.edu> References: <6.2.1.2.2.20070908125922.03306080@po12.mit.edu> Message-ID: Thanks, Eitan! I brought up your game in our talk at Austin the other day. And for those that don't yet know, Eitan will be showing his game at our booth at E for All in October! More soon -- I'm still pretty sick so it's time for sleep. :) Michelle >Hi Everyone, > >I'm pleased to announce the release of the AudiOdyssey prototype, a >game that is designed to be accessible to both sighted and visually >impaired individuals. It was made this past summer over two months >by the new MIT-Singapore GAMBIT game lab. Since it's an early beta, >download of the game is free - grab it (and other experimental, >research based games) at http://gambit.mit.edu/loadgame/index.php. > >If you have any questions about the game, feel free to drop me a line. > >Cheers, >Eitan > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From reid at rbkdesign.com Tue Sep 11 19:58:46 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Tue, 11 Sep 2007 16:58:46 -0700 Subject: [games_access] Auto controls in Medal of Honor. Message-ID: Just found out about this. A Wii Nintendo game from EA will have two control modes, one of which is very simple, similar to Eelke's single button Half-Life 2 mod. http://www.shacknews.com/featuredarticle.x?id=560 "The game includes two single-player modes, the standard full campaign as well as an arcade rail shooter mode. As far as I can tell, the Zapper seems well-suited to the arcade mode, with stripped-down gameplay that requires very few buttons. It takes place in essentially the same levels as the single-player mode, and largely consists of enemy soldiers popping out from behind cover and getting gunned down by you. There's not much else to it, beyond reloading and shooting health pickups. While not as fully-featured as other upcoming dedicated rail shooters for Wii, Heroes 2's arcade mode actually has a better feel to it than some of its standalone competitors and would probably a fun diversion. As a secondary mode in a larger game, it works." -Reid From no1cwbyfan at cox.net Tue Sep 11 21:28:11 2007 From: no1cwbyfan at cox.net (Jason Price) Date: Tue, 11 Sep 2007 20:28:11 -0500 Subject: [games_access] Madden 2008 customizable controls In-Reply-To: Message-ID: <20070912012827.ERQW21140.eastrmmtao104.cox.net@eastrmimpo02.cox.net> Hello, I was playing Madden 2008 on my PS3 (using my amazingly accessible Quasimodo controller) and noticed that the 2008 version of the game allows complete customization of the control scheme. No more choosing between predetermined configurations. You can assign any function to any button. I think this is a major step towards more accessibility. Jason (gamer with cerebral palsy) No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.485 / Virus Database: 269.13.15/1002 - Release Date: 9/11/2007 5:46 PM From reid at rbkdesign.com Tue Sep 11 22:14:25 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Tue, 11 Sep 2007 19:14:25 -0700 Subject: [games_access] Madden 2008 customizable controls In-Reply-To: <20070912012827.ERQW21140.eastrmmtao104.cox.net@eastrmimpo02.cox.net> References: <20070912012827.ERQW21140.eastrmmtao104.cox.net@eastrmimpo02.cox.net> Message-ID: That's great Jason, thanks for letting us know. For some reason it's rare to find a game that allows you to customize the controls! I was really surprised to find that Dead or Alive 4 for the x360 allows one to customize all the buttons when I tried the demo. I wonder if all versions of Madden 2008 allow customizing the buttons? -Reid On 9/11/07, Jason Price wrote: > > Hello, > > I was playing Madden 2008 on my PS3 (using my amazingly accessible Quasimodo > controller) and noticed that the 2008 version of the game allows complete > customization of the control scheme. No more choosing between predetermined > configurations. You can assign any function to any button. I think this is > a major step towards more accessibility. > > Jason (gamer with cerebral palsy) > > No virus found in this outgoing message. > Checked by AVG Free Edition. > Version: 7.5.485 / Virus Database: 269.13.15/1002 - Release Date: 9/11/2007 > 5:46 PM > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From hinn at uiuc.edu Tue Sep 11 22:52:44 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 11 Sep 2007 21:52:44 -0500 Subject: [games_access] E for All Passes In-Reply-To: References: <20070912012827.ERQW21140.eastrmmtao104.cox.net@eastrmimpo02.cox.net> Message-ID: Hi everyone, If you are or know anyone who is a gamer with a disability and lives in the Los Angeles area (or willing to go to LA) who might want to attend E for All, please let me know. Also, if anyone has some contacts or names of disability organizations in the LA area, please let me know that as well. I have a ton of free passes to give away to consumers. For those of you planning to help at the booth, I'll be emailing you soon about the passes -- we'll be getting exhibitor badges for free. So don't fill out the registration at the e for all site -- they will be giving me login/password info for you soon. If I thought GDC stuff was a lot...you should see this 2 inch folder of stuff I need to know about the show. I'm faxing stuff to them daily...eeee.... Michelle From interlexico at yahoo.com Wed Sep 12 17:25:59 2007 From: interlexico at yahoo.com (M. Perez) Date: Wed, 12 Sep 2007 14:25:59 -0700 Subject: [games_access] Madden 2008 customizable controls References: <20070912012827.ERQW21140.eastrmmtao104.cox.net@eastrmimpo02.cox.net> Message-ID: <000d01c7f583$84754fb0$4201a8c0@MPDV8000T> Hi Jason, I'm a Cerebral Palsy gamer also and I have a difficult time using the regular Sony controller on many games. I was wondering what the "Quasimodo" controller looks like and where you purchased it. Stephen ----- Original Message ----- From: "Jason Price" To: "'IGDA Games Accessibility SIG Mailing List'" Sent: Tuesday, September 11, 2007 6:28 PM Subject: Re: [games_access] Madden 2008 customizable controls > > Hello, > > I was playing Madden 2008 on my PS3 (using my amazingly accessible > Quasimodo > controller) and noticed that the 2008 version of the game allows complete > customization of the control scheme. No more choosing between > predetermined > configurations. You can assign any function to any button. I think this > is > a major step towards more accessibility. > > Jason (gamer with cerebral palsy) > > No virus found in this outgoing message. > Checked by AVG Free Edition. > Version: 7.5.485 / Virus Database: 269.13.15/1002 - Release Date: > 9/11/2007 > 5:46 PM > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From eelke.folmer at gmail.com Thu Sep 13 01:49:09 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 12 Sep 2007 22:49:09 -0700 Subject: [games_access] E for All Passes In-Reply-To: References: <20070912012827.ERQW21140.eastrmmtao104.cox.net@eastrmimpo02.cox.net> Message-ID: <836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> HI Michelle, Can I get a pass for one of my grad students? Cheers eelke On 9/11/07, d. michelle hinn wrote: > Hi everyone, > > If you are or know anyone who is a gamer with a disability and lives > in the Los Angeles area (or willing to go to LA) who might want to > attend E for All, please let me know. Also, if anyone has some > contacts or names of disability organizations in the LA area, please > let me know that as well. I have a ton of free passes to give away to > consumers. > > For those of you planning to help at the booth, I'll be emailing you > soon about the passes -- we'll be getting exhibitor badges for free. > So don't fill out the registration at the e for all site -- they will > be giving me login/password info for you soon. > > If I thought GDC stuff was a lot...you should see this 2 inch folder > of stuff I need to know about the show. I'm faxing stuff to them > daily...eeee.... > > 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 barrie.ellis at oneswitch.org.uk Wed Sep 12 16:39:44 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 12 Sep 2007 21:39:44 +0100 Subject: [games_access] appealing to developers References: <20060603202640.IUIX23821.centrmmtao01.cox.net@CX1218070A> Message-ID: <000201c7f5d1$2f7cda70$0202a8c0@oneswitch> So pleased that you discovered the Quasimoto controller, Jason. It's great when people find a way to play that really suits them. I do find it amazing though how few modern games allow you to redefine game controls. It's so pig-headed of developers... Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Jason Price" To: "'IGDA Games Accessibility SIG Mailing List'" Sent: Saturday, June 03, 2006 9:26 PM Subject: RE: [games_access] appealing to developers > Hello, > > Let me first introduced myself. My name is Jason Price, 32-year-old > lifelong gamer and lifelong person with a disability. > > I have severe cerebral palsy (spastic triplegia to be specific). This > keeps > me from walking and also having normal dexterity in my left hand. I'm a > console gamer through and through, dating back to Atari. My left hand is > not able to hold a standard controller but I have always been able to get > by > using laptop arcade/fighting sticks. This all changed in early 2001 when > all games began to utilize dual analog sticks as the preferred method for > character manipulation. > > I was immediately excluded from gaming because there are essentially no > arcade sticks available featuring two analog sticks and the buttons that > are > accessed by pressing the analog sticks. Enough of my rant, there has got > to > be an answer. It is very likely that we will find the answer by appealing > to both the moral fibers as well as the bottom line for game developers. > > They must realize that there is a huge untapped market out there. Gamers > like myself play games not only to escape life with a disability, but also > to engage our competitive nature. For example I'm never going to play in > the NFL or NBA but through gaming I have in the past been able to > experience > sports on some level. Anyway, I hope I'm able positively contribute to > this > group and I thank you for your time. > > Jason Price > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > On Behalf Of Reid Kimball > Sent: Saturday, June 03, 2006 1:24 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] Complaint regarding Florian Eckhardt > > Thanks Kelly for your reply. I too felt motivated after I read > comments from people who didn't think games should be closed > captioned. People telling me I can't do something tends to be a > motivator for me. > > I also agree that at this time our best option is to appeal to the > emotional side of developers if we are going to win their support for > accessible gaming. Most developers love gaming and want to share their > passion with the rest of the world. Why leave out those that are > disabled? > > A company could also generate a lot of customer loyalty if they make > it known they support accessible gaming. A customer who isn't disabled > may be supportive of the idea and therefore support the company's > efforts by being a loyal customer. > > -Reid > > On 6/3/06, K wrote: >> >yikes. You know...why shouldn't we include some >> >of these remarks in our talks? >> >> >From a dev perspective, I think those remarks are motivational- to help >> developers view the issue as one of corporate citizenship and morality. > That >> is why I am interested in accessible gaming- because it's the right thing > to >> do, not because I really think it is an ENORMOUS market for my PARTICULAR >> product. Our sales won't quadruple from designing accessibility features, >> and while the more popular games (like a Doom title) would likely see a >> measurable rise in sales (just because so many disabled gamers would want > a >> hit game, just by definition of what makes a hit game popular to gamers >> without gameplay-impacting disabilities). But for most games, the > commercial >> benefits are a little more dubious/slippery to try to calculate. >> >> By appealing to developer morality in addition to the bottom line > benefits, >> you will be sending a message that I think will help motivate people who > are >> otherwise skeptical about the financial benefits of accessibility > features. >> If you tell me I can invest in feature x and sell to another 100 players, >> I'd have to consider, overall, how that really does or doesn't impact us > and >> if it's worth it business-wise. But as I mentioned, I didn't have to stop >> and consider ANYTHING when I first became aware of the accessibility > issues >> with games because helping people appeals to my basic morals. It's a very >> easy way to pitch it in that sense. Who wouldn't read those comments and >> want to put in accessibility features just to counter that unfortunate >> element in society? >> >> -Kelly >> >> PS >> >> I am the indie dev who posted previously about how we can make our games >> more accessible. We will have a free trial of the education game this > coming >> week for anyone who might want to play and give me feedback about what >> was >> not accessibility friendly enough (it is a point-and-click interface >> throughout, with very minimal keyboard entry for registration and >> entering >> optional player names (you can accept the defaults) so it would require > any >> player to have a mouse or pointing device). I also have free review >> copies >> now (full non-trial versions) for anyone who is interested and able to >> provide accessibility feedback or a game review on their site linked to > our >> site. The product is an educational game for parents to play with teens, >> called The Sex Ed Game. More info at www.isergames.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 > > -- > No virus found in this incoming message. > Checked by AVG Free Edition. > Version: 7.1.394 / Virus Database: 268.8.1/355 - Release Date: 6/2/2006 > > > -- > No virus found in this outgoing message. > Checked by AVG Free Edition. > Version: 7.1.394 / Virus Database: 268.8.1/355 - Release Date: 6/2/2006 > > > _______________________________________________ > 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 Sep 13 03:02:00 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 13 Sep 2007 08:02:00 +0100 Subject: [games_access] Madden 2008 customizable controls References: <20070912012827.ERQW21140.eastrmmtao104.cox.net@eastrmimpo02.cox.net> <000d01c7f583$84754fb0$4201a8c0@MPDV8000T> Message-ID: <006401c7f5d3$fb3caa30$0202a8c0@oneswitch> You can find the Quasicon 1P arcade stick with dual analogue sticks at the Accessible Gaming Shop at OneSwitch: http://www.oneswitch.org.uk/1/AGS/AGS-large.htm They are sold via Quasimoto: http://www.quasimoto.com/quasicon.php Can't say I like the language very much on their web-page - might go and have a word with them.... ("handicap" and "suffering from" alway pee me off). Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "M. Perez" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, September 12, 2007 10:25 PM Subject: Re: [games_access] Madden 2008 customizable controls > Hi Jason, > > I'm a Cerebral Palsy gamer also and I have a difficult time using the > regular Sony controller on many games. I was wondering what the > "Quasimodo" controller looks like and where you purchased it. > > Stephen > > ----- Original Message ----- > From: "Jason Price" > To: "'IGDA Games Accessibility SIG Mailing List'" > Sent: Tuesday, September 11, 2007 6:28 PM > Subject: Re: [games_access] Madden 2008 customizable controls > > >> >> Hello, >> >> I was playing Madden 2008 on my PS3 (using my amazingly accessible >> Quasimodo >> controller) and noticed that the 2008 version of the game allows complete >> customization of the control scheme. No more choosing between >> predetermined >> configurations. You can assign any function to any button. I think this >> is >> a major step towards more accessibility. >> >> Jason (gamer with cerebral palsy) >> >> No virus found in this outgoing message. >> Checked by AVG Free Edition. >> Version: 7.5.485 / Virus Database: 269.13.15/1002 - Release Date: >> 9/11/2007 >> 5:46 PM >> >> >> _______________________________________________ >> 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 no1cwbyfan at cox.net Thu Sep 13 10:17:10 2007 From: no1cwbyfan at cox.net (Jason Price) Date: Thu, 13 Sep 2007 9:17:10 -0500 Subject: [games_access] Madden 2008 customizable controls Message-ID: <26589601.1189693030782.JavaMail.root@eastrmwml15.mgt.cox.net> yes the language is certainly abrasive but the controller is the best I've used ---- Barrie Ellis wrote: > You can find the Quasicon 1P arcade stick with dual analogue sticks at the > Accessible Gaming Shop at OneSwitch: > > http://www.oneswitch.org.uk/1/AGS/AGS-large.htm > > They are sold via Quasimoto: http://www.quasimoto.com/quasicon.php > > Can't say I like the language very much on their web-page - might go and > have a word with them.... ("handicap" and "suffering from" alway pee me > off). > > Barrie > www.OneSwitch.org.uk > > > > > ----- Original Message ----- > From: "M. Perez" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Wednesday, September 12, 2007 10:25 PM > Subject: Re: [games_access] Madden 2008 customizable controls > > > > Hi Jason, > > > > I'm a Cerebral Palsy gamer also and I have a difficult time using the > > regular Sony controller on many games. I was wondering what the > > "Quasimodo" controller looks like and where you purchased it. > > > > Stephen > > > > ----- Original Message ----- > > From: "Jason Price" > > To: "'IGDA Games Accessibility SIG Mailing List'" > > Sent: Tuesday, September 11, 2007 6:28 PM > > Subject: Re: [games_access] Madden 2008 customizable controls > > > > > >> > >> Hello, > >> > >> I was playing Madden 2008 on my PS3 (using my amazingly accessible > >> Quasimodo > >> controller) and noticed that the 2008 version of the game allows complete > >> customization of the control scheme. No more choosing between > >> predetermined > >> configurations. You can assign any function to any button. I think this > >> is > >> a major step towards more accessibility. > >> > >> Jason (gamer with cerebral palsy) > >> > >> No virus found in this outgoing message. > >> Checked by AVG Free Edition. > >> Version: 7.5.485 / Virus Database: 269.13.15/1002 - Release Date: > >> 9/11/2007 > >> 5:46 PM > >> > >> > >> _______________________________________________ > >> 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 no1cwbyfan at cox.net Thu Sep 13 18:14:06 2007 From: no1cwbyfan at cox.net (Jason Price) Date: Thu, 13 Sep 2007 17:14:06 -0500 Subject: [games_access] appealing to developers In-Reply-To: <000201c7f5d1$2f7cda70$0202a8c0@oneswitch> Message-ID: <20070913221423.UDII18594.eastrmmtao106.cox.net@eastrmimpo02.cox.net> You are so right barrie. I do wish all of the buttons on my quasicon were on the right side so all my left hand had to do was work the analog stick -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Wednesday, September 12, 2007 3:40 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] appealing to developers So pleased that you discovered the Quasimoto controller, Jason. It's great when people find a way to play that really suits them. I do find it amazing though how few modern games allow you to redefine game controls. It's so pig-headed of developers... Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Jason Price" To: "'IGDA Games Accessibility SIG Mailing List'" Sent: Saturday, June 03, 2006 9:26 PM Subject: RE: [games_access] appealing to developers > Hello, > > Let me first introduced myself. My name is Jason Price, 32-year-old > lifelong gamer and lifelong person with a disability. > > I have severe cerebral palsy (spastic triplegia to be specific). This > keeps > me from walking and also having normal dexterity in my left hand. I'm a > console gamer through and through, dating back to Atari. My left hand is > not able to hold a standard controller but I have always been able to get > by > using laptop arcade/fighting sticks. This all changed in early 2001 when > all games began to utilize dual analog sticks as the preferred method for > character manipulation. > > I was immediately excluded from gaming because there are essentially no > arcade sticks available featuring two analog sticks and the buttons that > are > accessed by pressing the analog sticks. Enough of my rant, there has got > to > be an answer. It is very likely that we will find the answer by appealing > to both the moral fibers as well as the bottom line for game developers. > > They must realize that there is a huge untapped market out there. Gamers > like myself play games not only to escape life with a disability, but also > to engage our competitive nature. For example I'm never going to play in > the NFL or NBA but through gaming I have in the past been able to > experience > sports on some level. Anyway, I hope I'm able positively contribute to > this > group and I thank you for your time. > > Jason Price > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > On Behalf Of Reid Kimball > Sent: Saturday, June 03, 2006 1:24 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] Complaint regarding Florian Eckhardt > > Thanks Kelly for your reply. I too felt motivated after I read > comments from people who didn't think games should be closed > captioned. People telling me I can't do something tends to be a > motivator for me. > > I also agree that at this time our best option is to appeal to the > emotional side of developers if we are going to win their support for > accessible gaming. Most developers love gaming and want to share their > passion with the rest of the world. Why leave out those that are > disabled? > > A company could also generate a lot of customer loyalty if they make > it known they support accessible gaming. A customer who isn't disabled > may be supportive of the idea and therefore support the company's > efforts by being a loyal customer. > > -Reid > > On 6/3/06, K wrote: >> >yikes. You know...why shouldn't we include some >> >of these remarks in our talks? >> >> >From a dev perspective, I think those remarks are motivational- to help >> developers view the issue as one of corporate citizenship and morality. > That >> is why I am interested in accessible gaming- because it's the right thing > to >> do, not because I really think it is an ENORMOUS market for my PARTICULAR >> product. Our sales won't quadruple from designing accessibility features, >> and while the more popular games (like a Doom title) would likely see a >> measurable rise in sales (just because so many disabled gamers would want > a >> hit game, just by definition of what makes a hit game popular to gamers >> without gameplay-impacting disabilities). But for most games, the > commercial >> benefits are a little more dubious/slippery to try to calculate. >> >> By appealing to developer morality in addition to the bottom line > benefits, >> you will be sending a message that I think will help motivate people who > are >> otherwise skeptical about the financial benefits of accessibility > features. >> If you tell me I can invest in feature x and sell to another 100 players, >> I'd have to consider, overall, how that really does or doesn't impact us > and >> if it's worth it business-wise. But as I mentioned, I didn't have to stop >> and consider ANYTHING when I first became aware of the accessibility > issues >> with games because helping people appeals to my basic morals. It's a very >> easy way to pitch it in that sense. Who wouldn't read those comments and >> want to put in accessibility features just to counter that unfortunate >> element in society? >> >> -Kelly >> >> PS >> >> I am the indie dev who posted previously about how we can make our games >> more accessible. We will have a free trial of the education game this > coming >> week for anyone who might want to play and give me feedback about what >> was >> not accessibility friendly enough (it is a point-and-click interface >> throughout, with very minimal keyboard entry for registration and >> entering >> optional player names (you can accept the defaults) so it would require > any >> player to have a mouse or pointing device). I also have free review >> copies >> now (full non-trial versions) for anyone who is interested and able to >> provide accessibility feedback or a game review on their site linked to > our >> site. The product is an educational game for parents to play with teens, >> called The Sex Ed Game. More info at www.isergames.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 > > -- > No virus found in this incoming message. > Checked by AVG Free Edition. > Version: 7.1.394 / Virus Database: 268.8.1/355 - Release Date: 6/2/2006 > > > -- > No virus found in this outgoing message. > Checked by AVG Free Edition. > Version: 7.1.394 / Virus Database: 268.8.1/355 - Release Date: 6/2/2006 > > > _______________________________________________ > 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 No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.487 / Virus Database: 269.13.16/1005 - Release Date: 9/13/2007 11:45 AM No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.487 / Virus Database: 269.13.16/1005 - Release Date: 9/13/2007 11:45 AM From no1cwbyfan at cox.net Thu Sep 13 18:15:25 2007 From: no1cwbyfan at cox.net (Jason Price) Date: Thu, 13 Sep 2007 17:15:25 -0500 Subject: [games_access] Madden 2008 customizable controls In-Reply-To: <006401c7f5d3$fb3caa30$0202a8c0@oneswitch> Message-ID: <20070913221544.UEKU24118.eastrmmtao102.cox.net@eastrmimpo02.cox.net> Try to educate them on proper language without beating them up too bad. -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Thursday, September 13, 2007 2:02 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Madden 2008 customizable controls You can find the Quasicon 1P arcade stick with dual analogue sticks at the Accessible Gaming Shop at OneSwitch: http://www.oneswitch.org.uk/1/AGS/AGS-large.htm They are sold via Quasimoto: http://www.quasimoto.com/quasicon.php Can't say I like the language very much on their web-page - might go and have a word with them.... ("handicap" and "suffering from" alway pee me off). Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "M. Perez" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, September 12, 2007 10:25 PM Subject: Re: [games_access] Madden 2008 customizable controls > Hi Jason, > > I'm a Cerebral Palsy gamer also and I have a difficult time using the > regular Sony controller on many games. I was wondering what the > "Quasimodo" controller looks like and where you purchased it. > > Stephen > > ----- Original Message ----- > From: "Jason Price" > To: "'IGDA Games Accessibility SIG Mailing List'" > Sent: Tuesday, September 11, 2007 6:28 PM > Subject: Re: [games_access] Madden 2008 customizable controls > > >> >> Hello, >> >> I was playing Madden 2008 on my PS3 (using my amazingly accessible >> Quasimodo >> controller) and noticed that the 2008 version of the game allows complete >> customization of the control scheme. No more choosing between >> predetermined >> configurations. You can assign any function to any button. I think this >> is >> a major step towards more accessibility. >> >> Jason (gamer with cerebral palsy) >> >> No virus found in this outgoing message. >> Checked by AVG Free Edition. >> Version: 7.5.485 / Virus Database: 269.13.15/1002 - Release Date: >> 9/11/2007 >> 5:46 PM >> >> >> _______________________________________________ >> 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 No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.487 / Virus Database: 269.13.16/1005 - Release Date: 9/13/2007 11:45 AM No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.487 / Virus Database: 269.13.16/1005 - Release Date: 9/13/2007 11:45 AM From barrie.ellis at oneswitch.org.uk Fri Sep 14 06:45:03 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 14 Sep 2007 11:45:03 +0100 Subject: [games_access] Free CameraMouse available now Message-ID: <020f01c7f6bc$4ed401f0$0202a8c0@oneswitch> http://switchgaming.blogspot.com/2007/09/cameramouse-finally-available-for-free.html -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Fri Sep 14 06:50:16 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 14 Sep 2007 11:50:16 +0100 Subject: [games_access] Free CameraMouse available now References: <020f01c7f6bc$4ed401f0$0202a8c0@oneswitch> Message-ID: <022201c7f6bd$099d3ce0$0202a8c0@oneswitch> Sorry - seems like it's been taken off-line... http://www.cameramouse.com/ Shame... ----- Original Message ----- From: Barrie Ellis To: IGDA Games Accessibility SIG Mailing List Sent: Friday, September 14, 2007 11:45 AM Subject: [games_access] Free CameraMouse available now http://switchgaming.blogspot.com/2007/09/cameramouse-finally-available-for-free.html ------------------------------------------------------------------------------ _______________________________________________ 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 gramenos at ics.forth.gr Fri Sep 14 06:53:31 2007 From: gramenos at ics.forth.gr (Dimitris Grammenos) Date: Fri, 14 Sep 2007 13:53:31 +0300 Subject: [games_access] Free CameraMouse available now In-Reply-To: <022201c7f6bd$099d3ce0$0202a8c0@oneswitch> Message-ID: <20070914105641.B3C848E40FC@mailhost.ics.forth.gr> Try http://www.cameramouse.org/ _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Friday, September 14, 2007 1:50 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Free CameraMouse available now Sorry - seems like it's been taken off-line... http://www.cameramouse.com/ Shame... ----- Original Message ----- From: Barrie Ellis To: IGDA Games Accessibility SIG Mailing List Sent: Friday, September 14, 2007 11:45 AM Subject: [games_access] Free CameraMouse available now http://switchgaming.blogspot.com/2007/09/cameramouse-finally-available-for-f ree.html _____ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Fri Sep 14 07:16:30 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 14 Sep 2007 12:16:30 +0100 Subject: [games_access] Free CameraMouse available now References: <20070914105641.B3C848E40FC@mailhost.ics.forth.gr> Message-ID: <027e01c7f6c0$b427a800$0202a8c0@oneswitch> Thanks! ----- Original Message ----- From: Dimitris Grammenos To: 'IGDA Games Accessibility SIG Mailing List' Sent: Friday, September 14, 2007 11:53 AM Subject: Re: [games_access] Free CameraMouse available now Try http://www.cameramouse.org/ ------------------------------------------------------------------------------ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Friday, September 14, 2007 1:50 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Free CameraMouse available now Sorry - seems like it's been taken off-line... http://www.cameramouse.com/ Shame... ----- Original Message ----- From: Barrie Ellis To: IGDA Games Accessibility SIG Mailing List Sent: Friday, September 14, 2007 11:45 AM Subject: [games_access] Free CameraMouse available now http://switchgaming.blogspot.com/2007/09/cameramouse-finally-available-for-free.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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From InRNette at aol.com Fri Sep 14 07:55:11 2007 From: InRNette at aol.com (InRNette at aol.com) Date: Fri, 14 Sep 2007 07:55:11 EDT Subject: [games_access] Free CameraMouse available now Message-ID: Try this link! It worked for me. _Camera Mouse Home_ (http://www.cameramouse.org/) ************************************** See what's new at http://www.aol.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Fri Sep 14 13:29:54 2007 From: richard at audiogames.net (AudioGames.net) Date: Fri, 14 Sep 2007 19:29:54 +0200 Subject: [games_access] Game Accessibility article in september issue of Game Developer Magazine Message-ID: <006c01c7f6f4$dd268210$6402a8c0@Delletje> Hi, Just returned from GDC Austin where Michelle and I did a presentation of audio gaming and visually impaired game accessibility. At the conference I got a free copy of the september 2007 issue of Game Developer. But it wasn't until yesterday that I had the chance to go through the pages and as I did, amazement caught my eye: the monthly one-page Aural Fixation-column (column about game audio) was titled "Audio Accessibility" and it was all about game accessibility! The column, written by Jesse Harlin (audio guy for LucasArts, who also mentions colleague Reid), discusses issues that hearing-impaired gamers encounter and solutions that exist, as well as visually-impaired gaming and audio games. So it seems that this month is a good month for game accessibility after all! I'll scan you a copy as soon as I got time. Greets, Richard -------------- next part -------------- An HTML attachment was scrubbed... URL: From reid at rbkdesign.com Fri Sep 14 13:45:12 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Fri, 14 Sep 2007 10:45:12 -0700 Subject: [games_access] Game Accessibility article in september issue of Game Developer Magazine In-Reply-To: <006c01c7f6f4$dd268210$6402a8c0@Delletje> References: <006c01c7f6f4$dd268210$6402a8c0@Delletje> Message-ID: Nice, that means I should be getting my issue soon. Jesse Harlin is very supportive of closed captioning in games, like most audio designers are. It's only a matter of time before it becomes standard in games. -Reid On 9/14/07, AudioGames.net wrote: > > > > Hi, > > Just returned from GDC Austin where Michelle and I did a presentation of > audio gaming and visually impaired game accessibility. At the conference I > got a free copy of the september 2007 issue of Game Developer. But it wasn't > until yesterday that I had the chance to go through the pages and as I did, > amazement caught my eye: the monthly one-page Aural Fixation-column (column > about game audio) was titled "Audio Accessibility" and it was all about game > accessibility! The column, written by Jesse Harlin (audio guy for LucasArts, > who also mentions colleague Reid), discusses issues that hearing-impaired > gamers encounter and solutions that exist, as well as visually-impaired > gaming and audio games. So it seems that this month is a good month for game > accessibility after all! > > I'll scan you a copy as soon as I got time. > > Greets, > > Richard > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From hinn at uiuc.edu Fri Sep 14 22:29:03 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 14 Sep 2007 21:29:03 -0500 Subject: [games_access] E for All Passes In-Reply-To: <836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> References: <20070912012827.ERQW21140.eastrmmtao104.cox.net@eastrmimpo02.cox.net> <836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> Message-ID: Hi Sure, no problem. The more at the booth the merrier! >HI Michelle, > >Can I get a pass for one of my grad students? > >Cheers eelke > > >On 9/11/07, d. michelle hinn wrote: >> Hi everyone, >> >> If you are or know anyone who is a gamer with a disability and lives >> in the Los Angeles area (or willing to go to LA) who might want to >> attend E for All, please let me know. Also, if anyone has some >> contacts or names of disability organizations in the LA area, please >> let me know that as well. I have a ton of free passes to give away to >> consumers. >> >> For those of you planning to help at the booth, I'll be emailing you >> soon about the passes -- we'll be getting exhibitor badges for free. >> So don't fill out the registration at the e for all site -- they will >> be giving me login/password info for you soon. >> >> If I thought GDC stuff was a lot...you should see this 2 inch folder >> of stuff I need to know about the show. I'm faxing stuff to them >> daily...eeee.... >> >> 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 hinn at uiuc.edu Fri Sep 14 23:22:06 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 14 Sep 2007 22:22:06 -0500 Subject: [games_access] New SIG Blog In-Reply-To: References: <20070912012827.ERQW21140.eastrmmtao104.cox.net@eastrmimpo02.cox.net> <836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> Message-ID: Hi all, I've made a blogger block and invited a few of you who I knew were interested in contributing to a game accessibility news blog. Anyway, it's linked off our wiki: http://www.igda.org/accessibility so check it out and help add some content! reposts from other blogs you own are A-ok! If you have received a blog invite yet and would like one if you think you'll be adding entries, please let me know and I'll add you onto the list. Yeah...I've given up on waiting for the IGDA to figure out when the new website and webtools might ever be ready! Blogger is pretty straightforward so hopefully this won't cause too much unneeded grief. :) Michelle -------------- next part -------------- An HTML attachment was scrubbed... URL: From reid at rbkdesign.com Fri Sep 14 23:49:55 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Fri, 14 Sep 2007 20:49:55 -0700 Subject: [games_access] New SIG Blog In-Reply-To: References: <20070912012827.ERQW21140.eastrmmtao104.cox.net@eastrmimpo02.cox.net> <836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> Message-ID: Great, thanks Michelle. I'll post about the Game Developer mag article about audio accessibility. It also talks about audio games for the blind. -Reid On 9/14/07, d. michelle hinn wrote: > > > Hi all, > > > I've made a blogger block and invited a few of you who I knew were > interested in contributing to a game accessibility news blog. Anyway, it's > linked off our wiki: http://www.igda.org/accessibility so check it out and > help add some content! reposts from other blogs you own are A-ok! > > > If you have received a blog invite yet and would like one if you think > you'll be adding entries, please let me know and I'll add you onto the list. > > > Yeah...I've given up on waiting for the IGDA to figure out when the new > website and webtools might ever be ready! Blogger is pretty straightforward > so hopefully this won't cause too much unneeded grief. :) > > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From hinn at uiuc.edu Sat Sep 15 00:12:00 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 14 Sep 2007 23:12:00 -0500 Subject: [games_access] New SIG Blog In-Reply-To: References: <20070912012827.ERQW21140.eastrmmtao104.cox.net@eastrmimpo02.cox.net> <836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> Message-ID: Great! And I know Barrie uses the same blog system so cross-posting won't be a big deal for him either. Just got sick of us not have a good and easy to use blog with multiple author capabilities!! >Great, thanks Michelle. > >I'll post about the Game Developer mag article about audio >accessibility. It also talks about audio games for the blind. > >-Reid > >On 9/14/07, d. michelle hinn wrote: >> >> >> Hi all, >> >> >> I've made a blogger block and invited a few of you who I knew were >> interested in contributing to a game accessibility news blog. Anyway, it's >> linked off our wiki: http://www.igda.org/accessibility so check it out and >> help add some content! reposts from other blogs you own are A-ok! >> >> >> If you have received a blog invite yet and would like one if you think >> you'll be adding entries, please let me know and I'll add you onto the list. >> >> >> Yeah...I've given up on waiting for the IGDA to figure out when the new >> website and webtools might ever be ready! Blogger is pretty straightforward >> so hopefully this won't cause too much unneeded grief. :) >> >> >> 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 From barrie.ellis at oneswitch.org.uk Sat Sep 15 04:07:02 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 15 Sep 2007 09:07:02 +0100 Subject: [games_access] New SIG Blog References: <20070912012827.ERQW21140.eastrmmtao104.cox.net@eastrmimpo02.cox.net><836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> Message-ID: <057f01c7f76f$660829b0$0202a8c0@oneswitch> New SIG BlogGrand stuff, Michelle. Just a thought - it's my understanding that Times Roman isn't considered one of the most accessible fonts - and chance we could make it Arial or Verdana? I think we also need a top link straight back to the IGDA GASIG site - www.igda.org/accessibility so people can navigate between the two easily. Should bring in a little more traffic. ...and yes - making it blogger makes it super easy for me - thank you! Barrie www.OneSwitch.org.uk ----- Original Message ----- From: d. michelle hinn To: IGDA Games Accessibility SIG Mailing List Sent: Saturday, September 15, 2007 4:22 AM Subject: [games_access] New SIG Blog Hi all, I've made a blogger block and invited a few of you who I knew were interested in contributing to a game accessibility news blog. Anyway, it's linked off our wiki: http://www.igda.org/accessibility so check it out and help add some content! reposts from other blogs you own are A-ok! If you have received a blog invite yet and would like one if you think you'll be adding entries, please let me know and I'll add you onto the list. Yeah...I've given up on waiting for the IGDA to figure out when the new website and webtools might ever be ready! Blogger is pretty straightforward so hopefully this won't cause too much unneeded grief. :) 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 hinn at uiuc.edu Sat Sep 15 11:52:18 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 15 Sep 2007 10:52:18 -0500 Subject: [games_access] New SIG Blog In-Reply-To: <057f01c7f76f$660829b0$0202a8c0@oneswitch> References: <200709120128 27.ERQW21140.eastrmmtao104.cox.net@eastrmimpo02.cox.net><836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> <057f01c7f76f$660829b0$0202a8c0@oneswitch> Message-ID: Ah good idea -- I'll check out the settings and then I'll also upgrade the authors to admin status since I couldn't do it until people accepted the invite. That way authors can correct typos, add important links, etc as they see fit. Anyone interested in making a new opening page for the SIG site that links to the blog, the wiki, and gameaccessibility.com so we have a more clear SIG main page? The wiki might confuse people but for now it's what we are redirecting to. Michelle >Grand stuff, Michelle. Just a thought - it's my understanding that >Times Roman isn't considered one of the most accessible fonts - and >chance we could make it Arial or Verdana? I think we also need a top >link straight back to the IGDA GASIG site - >www.igda.org/accessibility so >people can navigate between the two easily. Should bring in a little >more traffic. > >...and yes - making it blogger makes it super easy for me - thank you! > >Barrie >www.OneSwitch.org.uk > > >----- Original Message ----- >From: d. michelle hinn >To: IGDA Games Accessibility SIG Mailing List >Sent: Saturday, September 15, 2007 4:22 AM >Subject: [games_access] New SIG Blog > >Hi all, > >I've made a blogger block and invited a few of you who I knew were >interested in contributing to a game accessibility news blog. >Anyway, it's linked off our wiki: >http://www.igda.org/accessibility >so check it out and help add some content! reposts from other blogs >you own are A-ok! > >If you have received a blog invite yet and would like one if you >think you'll be adding entries, please let me know and I'll add you >onto the list. > >Yeah...I've given up on waiting for the IGDA to figure out when the >new website and webtools might ever be ready! Blogger is pretty >straightforward so hopefully this won't cause too much unneeded >grief. :) > >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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From reid at rbkdesign.com Sat Sep 15 14:31:09 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Sat, 15 Sep 2007 11:31:09 -0700 Subject: [games_access] New SIG Blog In-Reply-To: References: <836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> <057f01c7f76f$660829b0$0202a8c0@oneswitch> Message-ID: Yeah, I can work on this if you have the FTP info for the .html files. -Reid On 9/15/07, d. michelle hinn wrote: > > > Ah good idea -- I'll check out the settings and then I'll also upgrade the > authors to admin status since I couldn't do it until people accepted the > invite. That way authors can correct typos, add important links, etc as they > see fit. > > > Anyone interested in making a new opening page for the SIG site that links > to the blog, the wiki, and gameaccessibility.com so we have a more clear SIG > main page? The wiki might confuse people but for now it's what we are > redirecting to. > > > Michelle > > > > Grand stuff, Michelle. Just a thought - it's my understanding that Times > Roman isn't considered one of the most accessible fonts - and chance we > could make it Arial or Verdana? I think we also need a top link straight > back to the IGDA GASIG site - www.igda.org/accessibility so people can > navigate between the two easily. Should bring in a little more traffic. > > ...and yes - making it blogger makes it super easy for me - thank you! > > Barrie > www.OneSwitch.org.uk > > > ----- Original Message ----- > From: d. michelle hinn > To: IGDA Games Accessibility SIG Mailing List > Sent: Saturday, September 15, 2007 4:22 AM > Subject: [games_access] New SIG Blog > > > Hi all, > > > I've made a blogger block and invited a few of you who I knew were > interested in contributing to a game accessibility news blog. Anyway, it's > linked off our wiki: http://www.igda.org/accessibility so check it out and > help add some content! reposts from other blogs you own are A-ok! > > > If you have received a blog invite yet and would like one if you think > you'll be adding entries, please let me know and I'll add you onto the list. > > > Yeah...I've given up on waiting for the IGDA to figure out when the new > website and webtools might ever be ready! Blogger is pretty straightforward > so hopefully this won't cause too much unneeded grief. :) > > > 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 hinn at uiuc.edu Sat Sep 15 16:39:19 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 15 Sep 2007 15:39:19 -0500 Subject: [games_access] New SIG Blog In-Reply-To: References: <836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> <057f01c7f76f$660829b0$0202a8c0@oneswitch> Message-ID: Cool! And really it doesn't need to be perfect -- we can decorate as we go with logos that Richard has made (if he'll let us use them on the SIG site -- ie, the ghosts in our poster) and some other things that a friend of Barrie's is working on for E for All: All means ALL t-shirts (for at least us -- we can buy from cafepress once it's ready). So I'll look up that info (it's been a while) and send that to you. Thanks! I think I finally reached my "can't wait any longer for this stuff" point with regard to the new IGDA web tech that hasn't yet been revealed. I'm assuming that because of how they have been talking about it that it will be something modular that we can pick and choose from -- so we might use, say, a calendar system they have but not a blog system. We are the only SIG doing something for E for All so I think that we've have more pressure to do something now rather than keep waiting. Obviously we need to be more presentable than ever to match up with media publicity that we could get. And everyone -- all help is welcome even if you cannot attend E for All. Reid started a wiki page for the planning at: http://www.igda.org/wiki/GASIG_E_for_All_2007 ** IMPORTANT!!!!**** If you or someone you know has a disability and is a gamer who is either in the LA area or who is close enough that travel there isn't a big deal, please let me know. I have a lot of free admission passes to give away and I'd like them to go to gamers with disabilities. Everyone working the booth at E for All with get an expo pass (also free). Thanks! Michelle >Yeah, I can work on this if you have the FTP info for the .html files. > >-Reid > >On 9/15/07, d. michelle hinn wrote: >> >> >> Ah good idea -- I'll check out the settings and then I'll also upgrade the >> authors to admin status since I couldn't do it until people accepted the >> invite. That way authors can correct typos, add important links, etc as they >> see fit. >> >> >> Anyone interested in making a new opening page for the SIG site that links >> to the blog, the wiki, and gameaccessibility.com so we have a more clear SIG >> main page? The wiki might confuse people but for now it's what we are >> redirecting to. >> >> >> Michelle >> >> >> >> Grand stuff, Michelle. Just a thought - it's my understanding that Times >> Roman isn't considered one of the most accessible fonts - and chance we >> could make it Arial or Verdana? I think we also need a top link straight >> back to the IGDA GASIG site - www.igda.org/accessibility so people can >> navigate between the two easily. Should bring in a little more traffic. >> >> ...and yes - making it blogger makes it super easy for me - thank you! >> >> Barrie >> www.OneSwitch.org.uk >> >> >> ----- Original Message ----- >> From: d. michelle hinn >> To: IGDA Games Accessibility SIG Mailing List >> Sent: Saturday, September 15, 2007 4:22 AM >> Subject: [games_access] New SIG Blog >> >> >> Hi all, >> >> >> I've made a blogger block and invited a few of you who I knew were >> interested in contributing to a game accessibility news blog. Anyway, it's >> linked off our wiki: http://www.igda.org/accessibility so check it out and >> help add some content! reposts from other blogs you own are A-ok! >> >> >> If you have received a blog invite yet and would like one if you think >> you'll be adding entries, please let me know and I'll add you onto the list. >> >> >> Yeah...I've given up on waiting for the IGDA to figure out when the new >> website and webtools might ever be ready! Blogger is pretty straightforward >> so hopefully this won't cause too much unneeded grief. :) >> >> >> 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Sat Sep 15 16:50:43 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 15 Sep 2007 15:50:43 -0500 Subject: [games_access] GDC 2008 In-Reply-To: References: <836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> <057f01c7f76f$660829b0$0202a8c0@oneswitch> Message-ID: Hi all, So as you know (or not) the GDC final proposals that go through the system (not the IGDA track) are due Oct 1st. I've set up a page on the wiki that I'll be filling in over the weekend with proposals that I know of that are going through the regular review system: http://www.igda.org/wiki/GASIG_GDC_San_Francisco_2008 If you have an idea for a session that WE (ie, the SIG) should turn in, please also add that to the list. If you are planning to put in a session that you DON'T want turned in with the SIG proposals, please add them to this list with a short description with a note saying that you are turning that in independently just so that I know how many game accessibility proposals are out there. This will also help me keep an eye out for them, as some, if rejected, might be able to be put in through the IGDA track (there might have to be a presentation format change but it's a "second chance" opportunity). Finally -- to ensure that I have an idea about how many passes we will need for GDC, please send me an email and/or post it on the wiki if you are planning on attending GDC 2008. That way I can distribute names across the proposals as needed to ensure that as many people who want to attend as possible will be able to gain access to the GDC without worry. As you know, we are using a different method for GDC 2008, replacing the really exhausting daily set up and take down of the accessibility arcade with an expo booth (also allows us to get the message across to those who only have very limited GDC access). We're also distributing the work of the sessions more so that I'm not "in charge" of all of the presentations. I might be in many of them but I won't be the one doing the main planning for all of them once we get past the submission process. Thanks everyone! Michelle -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Sat Sep 15 17:15:17 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 15 Sep 2007 16:15:17 -0500 Subject: [games_access] FuturePlay 2007 In-Reply-To: References: <836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> <057f01c7f76f$660829b0$0202a8c0@oneswitch> Message-ID: Hi all, So Dimitris (I think), Eelke, Kevin and I will be presenting an accessibility workshop at FuturePlay in November. Kevin took the first pass at the schedule and I just took a second pass (probably adding more confusion). It's on the wiki at: http://www.igda.org/wiki/GASIG_FuturePlay_2007 Please take a look at this and let us know if there's anything we should add. This is not the FINAL version -- just a draft. So be kind. :) Thanks! Michelle (who is on fire sending email today...) PS -- I am in the process of figuring out 2-3 meeting dates with one US afternoon time and one evening time to try to get better attendance. These will be SPECIFICALLY covering E for All, GDC Proposals, and FuturePlay, which are our most immediate needs. More on this in a follow up email. -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Sat Sep 15 18:04:16 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 15 Sep 2007 23:04:16 +0100 Subject: [games_access] Technique links words to signing Message-ID: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> A group of students working for IBM develops technology that automatically converts the spoken word to British Sign Language. Technology that translates spoken or written words into British Sign Language (BSL) has been developed by researchers at IBM. The system, called SiSi (Say It Sign It) was created by a group of students in the UK. SiSi will enable deaf people to have simultaneous sign language interpretations of meetings and presentations. It uses speech recognition to animate a digital character or avatar. IBM says its technology will allow for interpretation in situations where a human interpreter is not available. It could also be used to provide automatic signing for television, radio and telephone calls. 'Disenfranchised citizens' The concept has already gained the approval of the Royal National Institute for Deaf people (RNID). "RNID welcomes any development that would make the information society a more equal place for deaf and hard of hearing people," said the charity's director of new technologies, Guido Gybels. "Sign language users are among the most disenfranchised citizens as a result of services and products not being designed with their needs in mind." But Mr Gybels says there is still a long way to go before such prototypes are in everyday use. IBM runs a yearly initiative called Extreme Blue which invites technically-minded and business students to collaborate for 12 weeks. "We had a profoundly deaf mentor, so he kept a close eye on what was being done and checking whether our translation corresponded to real BSL," said Maria Vihljajeva, the student who developed the business plan for SiSi. The students used two signing avatars developed by the University of East Anglia. One of them signs in BSL and the other uses Sign Supported English - a more direct translation using conventional syntax and grammar. Converting SiSi to use other languages should also be straightforward, according to Tom Klapiscak, another student who had technical input into the project. "We designed the SiSi architecture in such a way that new translation modules can easily be plugged into the system," he said. "Obviously this would involve the work of creating the translation module itself - which is no small task." Mr Gybels of the RNID says he is "very impressed" with what the students were able to achieve in just twelve weeks. "Creating a system that can actually bridge the gap between hearing people who speak English and deaf people who use BSL is very important." Via BBC: http://news.bbc.co.uk/1/hi/technology/6993326.stm -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Sat Sep 15 18:07:12 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 15 Sep 2007 23:07:12 +0100 Subject: [games_access] Speech to Sign Message-ID: <168a01c7f7e4$c63932f0$0202a8c0@oneswitch> Somewhat hammered here with some good points against... http://youtube.com/watch?v=RarMKnjqzZU I can still see some good use for this here - e.g. on-line gaming where people are using a microphone for some of the gameplay - this kind of interpretation gives deaf gamers a better chance of keeping up with a converstation (if it works). Barrie -------------- next part -------------- An HTML attachment was scrubbed... URL: From reid at rbkdesign.com Sat Sep 15 18:41:38 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Sat, 15 Sep 2007 15:41:38 -0700 Subject: [games_access] Speech to Sign In-Reply-To: <168a01c7f7e4$c63932f0$0202a8c0@oneswitch> References: <168a01c7f7e4$c63932f0$0202a8c0@oneswitch> Message-ID: The comments on the YouTube video do make good points. Sign Language conveys a lot of important information in overall body language and facial expressions that I'm afraid will be lost on digital characters. I'm glad they did this research though. The next step is to analyze tone of voice and layer in facial expressions to match the tone of voice. >From a game developer standpoint, the only way something like this will be implemented in games as an alternative communication method is if it's software developers can license and include in their games. Even then, we're probably looking at hundreds, maybe thousands of additional animations, that all require disk and memory space. -Reid On 9/15/07, Barrie Ellis wrote: > > > Somewhat hammered here with some good points against... > > http://youtube.com/watch?v=RarMKnjqzZU > > I can still see some good use for this here - e.g. on-line gaming where > people are using a microphone for some of the gameplay - this kind of > interpretation gives deaf gamers a better chance of keeping up with a > converstation (if it works). > > Barrie > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From hinn at uiuc.edu Sat Sep 15 19:37:28 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 15 Sep 2007 18:37:28 -0500 Subject: [games_access] Speech to Sign In-Reply-To: References: <168a01c7f7e4$c63932f0$0202a8c0@oneswitch> Message-ID: A complete aside but I was really interested in this -- I was talking to a researcher yesterday who does work about deaf teen culture and she mentioned to me that she was recently at a PhD dissertation defense via video conference. The student defending was deaf. So I asked her how that went, given that there were a variety of different ways that she (the researcher) could be broadcast to the student, who didn't read lips. I'd assumed that there was some sort of closed captioning but instead they had a sign language interpreter who translated in spoken word Jenny's (the researcher) signing to the non-signing members of the dissertation committee when she was signing a comment/question to the student and then she used spoken word when talking to the committee members directly rather than the student and the sign language interpreter would sign what was being spoken to the student. And it worked in a way more effective way than their early tests with live closed captioning. It was a really cool solution that worked for everyone that could have been a disaster before video conferencing got to today's standards and if the student had a committee with some real $#@$#@( faculty (not that the faculty would have been able to get away with it legally...but it's good to know that they really accepted this "non-traditional" (at least at the point in time where at) format and did what was fair for all AND still academically rigorous. Reminds me...I was going to post something more about GDC Austin...I'll do so in a follow up email. :) Michelle >The comments on the YouTube video do make good points. Sign Language >conveys a lot of important information in overall body language and >facial expressions that I'm afraid will be lost on digital characters. >I'm glad they did this research though. The next step is to analyze >tone of voice and layer in facial expressions to match the tone of >voice. > >>From a game developer standpoint, the only way something like this >will be implemented in games as an alternative communication method is >if it's software developers can license and include in their games. >Even then, we're probably looking at hundreds, maybe thousands of >additional animations, that all require disk and memory space. > >-Reid > >On 9/15/07, Barrie Ellis wrote: >> >> >> Somewhat hammered here with some good points against... >> >> http://youtube.com/watch?v=RarMKnjqzZU >> >> I can still see some good use for this here - e.g. on-line gaming where >> people are using a microphone for some of the gameplay - this kind of >> interpretation gives deaf gamers a better chance of keeping up with a >> converstation (if it works). >> >> Barrie >> >> _______________________________________________ >> 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 Sat Sep 15 19:59:43 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 15 Sep 2007 18:59:43 -0500 Subject: [games_access] Austin Game Developers Conference (AGDC) In-Reply-To: References: <168a01c7f7e4$c63932f0$0202a8c0@oneswitch> Message-ID: Hi all, So my promised debrief on AGDC two weeks ago. Richard will no doubt have more to say about reactions to the presentation outside the hours after the presentation, as I was confined to my bed from very early that evening and until I left (early) for home with that nice little pneumonia that followed the kidney infection (and they think I got it in hospital...which is common...but still a little strange to hear). Richard and I had worked separately on our halves of the presentation until we arrived in Austin. Richard concentrated on examples of audio games and I worked on the game accessibility bits -- the need for, introducing the issues of audio for the hearing impaired (had to give them the other side of the audio issue). The presentation was titled "When Audio IS the Experience: Games for the Visually Impaired" and should be available on the web for download soon. I'll post news when I learn about it. We weren't sure how it would be received given how few people show for our sessions at GDC San Fran AND the fact we were in the audio track, which isn't the usual track for us (although it made perfect sense once we were there). We'd been invited by the conference chairs -- they tried to get us last year but they asked too late and we couldn't make it but we could this year. So first of all...they wanted the session so badly that they contacted us at the earliest possible time to try to get the session this year. Impressive! So the audience...wow. The head count according to our session coordinator was about 60 and only about 3-4 people walked out and that was near the end when it was getting close to the time that some people needed to start setting up the Game Audio reception. So I don't see them as "losses" -- they just stayed as long as they could. GDC Austin is a LOT smaller than GDC San Fran -- so an audience of apx 60 people was pretty huge considering all the multiple tracks going on simultaneously. Richard and I argued a bit about my "closer" for the talk, which referenced social justice as a reason to care about game accessibility, as we were afraid that might turn off a dev audience who is concerned with the bottom line and not social messages. What was interesting was that we talked about game accessibility "why's" at the END of the presentation so that they got to hear the audio games, get a taste of what we were talking about and then I did my evangelist work. :) But taking the social justice chance worked and I think it was probably because we were talking to an audience of people who are already "right on" with the audio message and the idea that their work could serve another important purpose really sank in. We got wild applause at the end of the talk and we had people talking to us for about an hour AFTER the talk (we went ten minutes OVER time with audience questions alone (20 minutes total), which made the audio guy really anxious, as it was the end of the day and he probably wanted to take off! ). In the week after I've received some great emails and I'm hoping we'll get more audio designers on the list very soon. Our talk was also sponsored by an anonymous donator -- I'll tell you who it is if I can get his permission (I know who it is now). He's an audio designer who first got interested in the idea of gamers with disabilities after DJ-ing a dance for a school for the deaf. He was perplexed as to why they wanted a DJ. The students showed up with balloons in their hands and, of course, he was now really interested in what the deal was. Turns out that as the music started, the students put the balloons up to the side of their faces and danced to the rhythms that they felt through the balloons. Wow. I'd heard some things like facing the speakers down to try and pipe the beat into the floor but with so many students, this was the better option. Anyway, Richard and I both agreed that diversifying our talks more into different tracks at GDC is definitely the way to go -- we seem to have found a friendly audience amongst audio designers, further supporting Reid's comments about his colleague. So let's push it further! :) Finally...preaching to the audio choir on a topic that they weren't already interested in! Very different from having the same people in every audience at every GDC! Michelle From eelke.folmer at gmail.com Sun Sep 16 03:05:14 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Sun, 16 Sep 2007 00:05:14 -0700 Subject: [games_access] GDC 2008 In-Reply-To: References: <836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> <057f01c7f76f$660829b0$0202a8c0@oneswitch> Message-ID: <836db6300709160005l55cf874bk61e7d7443733aa4e@mail.gmail.com> Hi Michelle, Would it be an idea to have an msn meeting this week to brainstorm over some ideas? I haven't really given GDC any thoughts apart from my "outburst" after the previous GDC since I am mostly focusing on research into game accessibility. For myself I only see a role as a contributer to the GDC expo unless I might be able to contribute something to the audio topic with the SL voice client. My students will submit our one button shooter to the IGF competition which will hopefully make it to the IGF awards. Cheers Eelke On 9/15/07, d. michelle hinn wrote: > > > Hi all, > > > So as you know (or not) the GDC final proposals that go through the system > (not the IGDA track) are due Oct 1st. I've set up a page on the wiki that > I'll be filling in over the weekend with proposals that I know of that are > going through the regular review system: > > > http://www.igda.org/wiki/GASIG_GDC_San_Francisco_2008 > > > If you have an idea for a session that WE (ie, the SIG) should turn in, > please also add that to the list. > > > If you are planning to put in a session that you DON'T want turned in with > the SIG proposals, please add them to this list with a short description > with a note saying that you are turning that in independently just so that I > know how many game accessibility proposals are out there. This will also > help me keep an eye out for them, as some, if rejected, might be able to be > put in through the IGDA track (there might have to be a presentation format > change but it's a "second chance" opportunity). > > > Finally -- to ensure that I have an idea about how many passes we will need > for GDC, please send me an email and/or post it on the wiki if you are > planning on attending GDC 2008. That way I can distribute names across the > proposals as needed to ensure that as many people who want to attend as > possible will be able to gain access to the GDC without worry. > > > As you know, we are using a different method for GDC 2008, replacing the > really exhausting daily set up and take down of the accessibility arcade > with an expo booth (also allows us to get the message across to those who > only have very limited GDC access). We're also distributing the work of the > sessions more so that I'm not "in charge" of all of the presentations. I > might be in many of them but I won't be the one doing the main planning for > all of them once we get past the submission process. > > > Thanks everyone! > 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 barrie.ellis at oneswitch.org.uk Sun Sep 16 03:49:43 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 16 Sep 2007 08:49:43 +0100 Subject: [games_access] Austin Game Developers Conference (AGDC) References: <168a01c7f7e4$c63932f0$0202a8c0@oneswitch> Message-ID: <16d301c7f836$25781e60$0202a8c0@oneswitch> Brilliant! Nice work! Barrie ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, September 16, 2007 12:59 AM Subject: [games_access] Austin Game Developers Conference (AGDC) > Hi all, > > So my promised debrief on AGDC two weeks ago. Richard will no doubt > have more to say about reactions to the presentation outside the > hours after the presentation, as I was confined to my bed from very > early that evening and until I left (early) for home with that nice > little pneumonia that followed the kidney infection (and they think I > got it in hospital...which is common...but still a little strange to > hear). > > Richard and I had worked separately on our halves of the presentation > until we arrived in Austin. Richard concentrated on examples of audio > games and I worked on the game accessibility bits -- the need for, > introducing the issues of audio for the hearing impaired (had to give > them the other side of the audio issue). The presentation was titled > "When Audio IS the Experience: Games for the Visually Impaired" and > should be available on the web for download soon. I'll post news when > I learn about it. > > We weren't sure how it would be received given how few people show > for our sessions at GDC San Fran AND the fact we were in the audio > track, which isn't the usual track for us (although it made perfect > sense once we were there). We'd been invited by the conference chairs > -- they tried to get us last year but they asked too late and we > couldn't make it but we could this year. So first of all...they > wanted the session so badly that they contacted us at the earliest > possible time to try to get the session this year. Impressive! > > So the audience...wow. The head count according to our session > coordinator was about 60 and only about 3-4 people walked out and > that was near the end when it was getting close to the time that some > people needed to start setting up the Game Audio reception. So I > don't see them as "losses" -- they just stayed as long as they could. > GDC Austin is a LOT smaller than GDC San Fran -- so an audience of > apx 60 people was pretty huge considering all the multiple tracks > going on simultaneously. > > Richard and I argued a bit about my "closer" for the talk, which > referenced social justice as a reason to care about game > accessibility, as we were afraid that might turn off a dev audience > who is concerned with the bottom line and not social messages. What > was interesting was that we talked about game accessibility "why's" > at the END of the presentation so that they got to hear the audio > games, get a taste of what we were talking about and then I did my > evangelist work. :) But taking the social justice chance worked and I > think it was probably because we were talking to an audience of > people who are already "right on" with the audio message and the idea > that their work could serve another important purpose really sank in. > We got wild applause at the end of the talk and we had people talking > to us for about an hour AFTER the talk (we went ten minutes OVER time > with audience questions alone (20 minutes total), which made the > audio guy really anxious, as it was the end of the day and he > probably wanted to take off! ). > > In the week after I've received some great emails and I'm hoping > we'll get more audio designers on the list very soon. Our talk was > also sponsored by an anonymous donator -- I'll tell you who it is if > I can get his permission (I know who it is now). He's an audio > designer who first got interested in the idea of gamers with > disabilities after DJ-ing a dance for a school for the deaf. He was > perplexed as to why they wanted a DJ. The students showed up with > balloons in their hands and, of course, he was now really interested > in what the deal was. Turns out that as the music started, the > students put the balloons up to the side of their faces and danced to > the rhythms that they felt through the balloons. Wow. I'd heard some > things like facing the speakers down to try and pipe the beat into > the floor but with so many students, this was the better option. > > Anyway, Richard and I both agreed that diversifying our talks more > into different tracks at GDC is definitely the way to go -- we seem > to have found a friendly audience amongst audio designers, further > supporting Reid's comments about his colleague. So let's push it > further! :) > > Finally...preaching to the audio choir on a topic that they weren't > already interested in! Very different from having the same people in > every audience at every GDC! > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From eelke.folmer at gmail.com Sun Sep 16 04:52:28 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Sun, 16 Sep 2007 01:52:28 -0700 Subject: [games_access] Austin Game Developers Conference (AGDC) In-Reply-To: References: <168a01c7f7e4$c63932f0$0202a8c0@oneswitch> Message-ID: <836db6300709160152n26d30b6oc521ca0d9f9a535f@mail.gmail.com> Hey Michelle, great job! 60 people is very nice. I'm totally with you on being pervasive (e.g. put accessibility in existing game topics rather than the other way around!). Cheers Eelke On 9/15/07, d. michelle hinn wrote: > Hi all, > > So my promised debrief on AGDC two weeks ago. Richard will no doubt > have more to say about reactions to the presentation outside the > hours after the presentation, as I was confined to my bed from very > early that evening and until I left (early) for home with that nice > little pneumonia that followed the kidney infection (and they think I > got it in hospital...which is common...but still a little strange to > hear). > > Richard and I had worked separately on our halves of the presentation > until we arrived in Austin. Richard concentrated on examples of audio > games and I worked on the game accessibility bits -- the need for, > introducing the issues of audio for the hearing impaired (had to give > them the other side of the audio issue). The presentation was titled > "When Audio IS the Experience: Games for the Visually Impaired" and > should be available on the web for download soon. I'll post news when > I learn about it. > > We weren't sure how it would be received given how few people show > for our sessions at GDC San Fran AND the fact we were in the audio > track, which isn't the usual track for us (although it made perfect > sense once we were there). We'd been invited by the conference chairs > -- they tried to get us last year but they asked too late and we > couldn't make it but we could this year. So first of all...they > wanted the session so badly that they contacted us at the earliest > possible time to try to get the session this year. Impressive! > > So the audience...wow. The head count according to our session > coordinator was about 60 and only about 3-4 people walked out and > that was near the end when it was getting close to the time that some > people needed to start setting up the Game Audio reception. So I > don't see them as "losses" -- they just stayed as long as they could. > GDC Austin is a LOT smaller than GDC San Fran -- so an audience of > apx 60 people was pretty huge considering all the multiple tracks > going on simultaneously. > > Richard and I argued a bit about my "closer" for the talk, which > referenced social justice as a reason to care about game > accessibility, as we were afraid that might turn off a dev audience > who is concerned with the bottom line and not social messages. What > was interesting was that we talked about game accessibility "why's" > at the END of the presentation so that they got to hear the audio > games, get a taste of what we were talking about and then I did my > evangelist work. :) But taking the social justice chance worked and I > think it was probably because we were talking to an audience of > people who are already "right on" with the audio message and the idea > that their work could serve another important purpose really sank in. > We got wild applause at the end of the talk and we had people talking > to us for about an hour AFTER the talk (we went ten minutes OVER time > with audience questions alone (20 minutes total), which made the > audio guy really anxious, as it was the end of the day and he > probably wanted to take off! ). > > In the week after I've received some great emails and I'm hoping > we'll get more audio designers on the list very soon. Our talk was > also sponsored by an anonymous donator -- I'll tell you who it is if > I can get his permission (I know who it is now). He's an audio > designer who first got interested in the idea of gamers with > disabilities after DJ-ing a dance for a school for the deaf. He was > perplexed as to why they wanted a DJ. The students showed up with > balloons in their hands and, of course, he was now really interested > in what the deal was. Turns out that as the music started, the > students put the balloons up to the side of their faces and danced to > the rhythms that they felt through the balloons. Wow. I'd heard some > things like facing the speakers down to try and pipe the beat into > the floor but with so many students, this was the better option. > > Anyway, Richard and I both agreed that diversifying our talks more > into different tracks at GDC is definitely the way to go -- we seem > to have found a friendly audience amongst audio designers, further > supporting Reid's comments about his colleague. So let's push it > further! :) > > Finally...preaching to the audio choir on a topic that they weren't > already interested in! Very different from having the same people in > every audience at every GDC! > > 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 hinn at uiuc.edu Sun Sep 16 15:05:42 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 16 Sep 2007 14:05:42 -0500 Subject: [games_access] GDC 2008 In-Reply-To: <836db6300709160005l55cf874bk61e7d7443733aa4e@mail.gmail.com> References: <836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> <057f01c7f76f$660829b0$0202a8c0@oneswitch> <836db6300709160005l55cf874bk61e7d7443733aa4e@mail.gmail.com> Message-ID: Hi Eelke, Yes, I was thinking that Wednesday would be a good day for an MSN meeting. That's on my "to do" list right now. So the basic thing is that if you only contribute to the expo on paper, you won't get a pass that lets you in to the talks. So that's where my clever sorting comes in to make sure we can all get into the full GDC -- after all, if you and others can sit in on big sessions, go to the mic and bring up game accessibility, that's one more way to get the word out. Reid and I both did this at GDC 2006. So, yes, I'll set up the meeting with the two different time options (this time avoiding super early in the morning for the US folks since it's been only us at that time anyway) we can talk through the sessions that I've come up with over the summer in meetings and via email and to make sure there isn't a session that would be super great to have (either in addition to or instead of one of the proposed sessions). Great about the IGF! It seems to be super popular this year -- TWO of the UIUC ACM SIGs are entering multiple games. Michelle >Hi Michelle, > >Would it be an idea to have an msn meeting this week to brainstorm >over some ideas? >I haven't really given GDC any thoughts apart from my "outburst" after >the previous GDC since I am mostly focusing on research into game >accessibility. > >For myself I only see a role as a contributer to the GDC expo unless I >might be able to contribute something to the audio topic with the SL >voice client. My students will submit our one button shooter to the >IGF competition which will hopefully make it to the IGF awards. > >Cheers Eelke > > > >On 9/15/07, d. michelle hinn wrote: >> >> >> Hi all, >> >> >> So as you know (or not) the GDC final proposals that go through the system >> (not the IGDA track) are due Oct 1st. I've set up a page on the wiki that >> I'll be filling in over the weekend with proposals that I know of that are >> going through the regular review system: >> >> >> http://www.igda.org/wiki/GASIG_GDC_San_Francisco_2008 >> >> >> If you have an idea for a session that WE (ie, the SIG) should turn in, >> please also add that to the list. >> >> >> If you are planning to put in a session that you DON'T want turned in with >> the SIG proposals, please add them to this list with a short description >> with a note saying that you are turning that in independently just so that I >> know how many game accessibility proposals are out there. This will also >> help me keep an eye out for them, as some, if rejected, might be able to be >> put in through the IGDA track (there might have to be a presentation format >> change but it's a "second chance" opportunity). >> >> >> Finally -- to ensure that I have an idea about how many passes we will need >> for GDC, please send me an email and/or post it on the wiki if you are >> planning on attending GDC 2008. That way I can distribute names across the >> proposals as needed to ensure that as many people who want to attend as >> possible will be able to gain access to the GDC without worry. >> >> >> As you know, we are using a different method for GDC 2008, replacing the >> really exhausting daily set up and take down of the accessibility arcade >> with an expo booth (also allows us to get the message across to those who >> only have very limited GDC access). We're also distributing the work of the >> sessions more so that I'm not "in charge" of all of the presentations. I >> might be in many of them but I won't be the one doing the main planning for >> all of them once we get past the submission process. >> >> >> Thanks everyone! >> 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 hinn at uiuc.edu Sun Sep 16 15:37:48 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 16 Sep 2007 14:37:48 -0500 Subject: [games_access] Austin Game Developers Conference (AGDC) In-Reply-To: <836db6300709160152n26d30b6oc521ca0d9f9a535f@mail.gmail.com> References: <168a01c7f7e4$c63932f0$0202a8c0@oneswitch> <836db6300709160152n26d30b6oc521ca0d9f9a535f@mail.gmail.com> Message-ID: Thanks -- yes, it was really a nice feeling after the ups and downs of last year -- up being Montreal with a similar sized crowd and down with GDC (with our usual "preaching to the choir" crowd, albeit bigger than years before...but still depressingly small considering the work put in -- not to mention other missteps that we've already discussed and moved on from). I remember Thomas telling me that the first time the SIG had a roundtable it was a lonely "crowd" of one or two people. Perhaps through better integration of GA at GDC it might also result in helping gain the crowd we want for the expo booth! Plus we can literally escort people to our booth, which will be handy. And announce that we are there constantly. :D Some day we can try our hand again at doing a really "out there" session with the buzz of the game developers challenge, etc but as we learned, we're not quite there yet. But we had to take the chance on going on a totally opposite approach than past years to better learn how to play the game. :) Michelle >Hey Michelle, > >great job! 60 people is very nice. I'm totally with you on being >pervasive (e.g. put accessibility in existing game topics rather than >the other way around!). > >Cheers Eelke > > >On 9/15/07, d. michelle hinn wrote: >> Hi all, >> >> So my promised debrief on AGDC two weeks ago. Richard will no doubt >> have more to say about reactions to the presentation outside the >> hours after the presentation, as I was confined to my bed from very >> early that evening and until I left (early) for home with that nice >> little pneumonia that followed the kidney infection (and they think I >> got it in hospital...which is common...but still a little strange to >> hear). >> >> Richard and I had worked separately on our halves of the presentation >> until we arrived in Austin. Richard concentrated on examples of audio >> games and I worked on the game accessibility bits -- the need for, >> introducing the issues of audio for the hearing impaired (had to give >> them the other side of the audio issue). The presentation was titled >> "When Audio IS the Experience: Games for the Visually Impaired" and >> should be available on the web for download soon. I'll post news when >> I learn about it. >> >> We weren't sure how it would be received given how few people show >> for our sessions at GDC San Fran AND the fact we were in the audio >> track, which isn't the usual track for us (although it made perfect >> sense once we were there). We'd been invited by the conference chairs >> -- they tried to get us last year but they asked too late and we >> couldn't make it but we could this year. So first of all...they >> wanted the session so badly that they contacted us at the earliest >> possible time to try to get the session this year. Impressive! >> >> So the audience...wow. The head count according to our session >> coordinator was about 60 and only about 3-4 people walked out and >> that was near the end when it was getting close to the time that some >> people needed to start setting up the Game Audio reception. So I >> don't see them as "losses" -- they just stayed as long as they could. >> GDC Austin is a LOT smaller than GDC San Fran -- so an audience of >> apx 60 people was pretty huge considering all the multiple tracks >> going on simultaneously. >> >> Richard and I argued a bit about my "closer" for the talk, which >> referenced social justice as a reason to care about game >> accessibility, as we were afraid that might turn off a dev audience >> who is concerned with the bottom line and not social messages. What >> was interesting was that we talked about game accessibility "why's" >> at the END of the presentation so that they got to hear the audio >> games, get a taste of what we were talking about and then I did my >> evangelist work. :) But taking the social justice chance worked and I >> think it was probably because we were talking to an audience of > > people who are already "right on" with the audio message and the idea >> that their work could serve another important purpose really sank in. >> We got wild applause at the end of the talk and we had people talking >> to us for about an hour AFTER the talk (we went ten minutes OVER time >> with audience questions alone (20 minutes total), which made the >> audio guy really anxious, as it was the end of the day and he >> probably wanted to take off! ). >> >> In the week after I've received some great emails and I'm hoping >> we'll get more audio designers on the list very soon. Our talk was >> also sponsored by an anonymous donator -- I'll tell you who it is if >> I can get his permission (I know who it is now). He's an audio >> designer who first got interested in the idea of gamers with >> disabilities after DJ-ing a dance for a school for the deaf. He was >> perplexed as to why they wanted a DJ. The students showed up with >> balloons in their hands and, of course, he was now really interested >> in what the deal was. Turns out that as the music started, the >> students put the balloons up to the side of their faces and danced to >> the rhythms that they felt through the balloons. Wow. I'd heard some >> things like facing the speakers down to try and pipe the beat into >> the floor but with so many students, this was the better option. >> >> Anyway, Richard and I both agreed that diversifying our talks more >> into different tracks at GDC is definitely the way to go -- we seem >> to have found a friendly audience amongst audio designers, further >> supporting Reid's comments about his colleague. So let's push it >> further! :) >> >> Finally...preaching to the audio choir on a topic that they weren't >> already interested in! Very different from having the same people in >> every audience at every GDC! >> >> 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 reid at rbkdesign.com Sun Sep 16 15:54:37 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Sun, 16 Sep 2007 12:54:37 -0700 Subject: [games_access] GDC 2008 In-Reply-To: References: <836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> <057f01c7f76f$660829b0$0202a8c0@oneswitch> Message-ID: I'd like to do a presentation on closed captioning in games, but I'm not sure what you mean by some presentations are part of the SIG while others are not? Is the SIG only doing presentations that are part of the IGDA track? For example, if I wanted to put my presentation in the Production track (as an example) then my presentation will be independent of the SIG? Which brings me to my next question. What audience should I present closed captioning to? Michelle and Richard had a great response from the audio designers, which is wonderful. What's unfortunate about closed captioning is that, while it has been supported by audio designers, it doesn't present them with anything new. It's not a new idea in game design concepts like audio games for the blind are. It's really about conveying audio in a different medium (text or gfx). Is that message useful for audio designers? I'm leaning towards not so much. Because, whether or not closed captions are used in a game, doesn't affect the audio design of a game. Closed captions affect production budgets in localization and UI graphic designs the most I think. Last, but not least, they do directly affect the enjoyment of the game from a deaf player's experience. Not sure what track "enhancing player experience" would fall into, probably game design. Should I give the talk to UI designers? A UI designer at LucasArts loves the idea of closed captioning in games and Marc Laidlaw, writer of Valve Software has said he really likes the aesthetic of seeing text match the chaos of the gameplay on screen. Any opinions on who my audience should be? -Reid On 9/15/07, d. michelle hinn wrote: > > > Hi all, > > > So as you know (or not) the GDC final proposals that go through the system > (not the IGDA track) are due Oct 1st. I've set up a page on the wiki that > I'll be filling in over the weekend with proposals that I know of that are > going through the regular review system: > > > http://www.igda.org/wiki/GASIG_GDC_San_Francisco_2008 > > > If you have an idea for a session that WE (ie, the SIG) should turn in, > please also add that to the list. > > > If you are planning to put in a session that you DON'T want turned in with > the SIG proposals, please add them to this list with a short description > with a note saying that you are turning that in independently just so that I > know how many game accessibility proposals are out there. This will also > help me keep an eye out for them, as some, if rejected, might be able to be > put in through the IGDA track (there might have to be a presentation format > change but it's a "second chance" opportunity). > > > Finally -- to ensure that I have an idea about how many passes we will need > for GDC, please send me an email and/or post it on the wiki if you are > planning on attending GDC 2008. That way I can distribute names across the > proposals as needed to ensure that as many people who want to attend as > possible will be able to gain access to the GDC without worry. > > > As you know, we are using a different method for GDC 2008, replacing the > really exhausting daily set up and take down of the accessibility arcade > with an expo booth (also allows us to get the message across to those who > only have very limited GDC access). We're also distributing the work of the > sessions more so that I'm not "in charge" of all of the presentations. I > might be in many of them but I won't be the one doing the main planning for > all of them once we get past the submission process. > > > Thanks everyone! > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From hinn at uiuc.edu Sun Sep 16 16:22:47 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 16 Sep 2007 15:22:47 -0500 Subject: [games_access] GDC 2008 In-Reply-To: References: <836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> <057f01c7f76f$660829b0$0202a8c0@oneswitch> Message-ID: Great question -- So the SIG proposals aren't all IGDA track -- one will be game audio for visually impaired gamers (one similar to what Richard and I did at AGDC), another in the game education/curriculum track, etc. With the exception of maybe the GA = Games for All track, we will only plan for the IGDA track if proposals get bumped (we might have to change them for IGDA but we'll deal with that as things play out). That's the way things have changed over the years -- we used to just submit to the IGDA track (GDC 2005/6) but starting last year most of our stuff has had to go (at least first) through other tracks. The main point by submitting it all at once is to ensure that we have enough passes (for example, Eelke who might not have a proposal or see a fit in this year's SIG proposals but would benefit from a less restrictive pass than an Expo pass). So if I were the one to turn in your proposal, I would put my name on it as well and then substitute it later or remove it if there's no need for an extra pass. Another (perhaps better) idea is to have someone intro you and someone (or the same person) assist in the Q & A at the end. So I'm not saying my name is super valuable but there is consistency because I've been involved with so many past presentations over the years. Also adding in the "SIG sponsorship" does seem to help as well. My main objective is for us to get as many GA talks integrated into the GDC program as possible, while maintaining the "ownership" of the session to the person who is the main content presenter (ie, for this session, it would be you). I want to help in any way that I can. Others may just want to turn in a proposal that doesn't mention the SIG at all in its description because it's not exactly related to GA, the SIG, or it's part of another large project. That's not to say we wouldn't include it in our promo materials if the person wanted us to -- just that it might be that the session might already be related to another established group and it makes sense to take it down that path. I can see where you could fit into either production or game design. I wouldn't go for audio because when I mentioned [cc] in one slide it was the only case of trying to convince people who are already on board with the idea that we had in the presentation. There isn't (yet) a usability track, which is where I think your idea would fit in as well. Have you tried to get this presentation in for other GDCs? If so, which track(s)? I'm thinking that if it was design that you might try making the case to the production people and emphasize the localization aspects in your description. Michelle >I'd like to do a presentation on closed captioning in games, but I'm >not sure what you mean by some presentations are part of the SIG while >others are not? Is the SIG only doing presentations that are part of >the IGDA track? For example, if I wanted to put my presentation in the >Production track (as an example) then my presentation will be >independent of the SIG? > >Which brings me to my next question. What audience should I present >closed captioning to? Michelle and Richard had a great response from >the audio designers, which is wonderful. What's unfortunate about >closed captioning is that, while it has been supported by audio >designers, it doesn't present them with anything new. It's not a new >idea in game design concepts like audio games for the blind are. It's >really about conveying audio in a different medium (text or gfx). Is >that message useful for audio designers? I'm leaning towards not so >much. Because, whether or not closed captions are used in a game, >doesn't affect the audio design of a game. Closed captions affect >production budgets in localization and UI graphic designs the most I >think. Last, but not least, they do directly affect the enjoyment of >the game from a deaf player's experience. Not sure what track >"enhancing player experience" would fall into, probably game design. > >Should I give the talk to UI designers? A UI designer at LucasArts >loves the idea of closed captioning in games and Marc Laidlaw, writer >of Valve Software has said he really likes the aesthetic of seeing >text match the chaos of the gameplay on screen. > >Any opinions on who my audience should be? > >-Reid > >On 9/15/07, d. michelle hinn wrote: >> >> >> Hi all, >> >> >> So as you know (or not) the GDC final proposals that go through the system >> (not the IGDA track) are due Oct 1st. I've set up a page on the wiki that >> I'll be filling in over the weekend with proposals that I know of that are >> going through the regular review system: >> >> >> http://www.igda.org/wiki/GASIG_GDC_San_Francisco_2008 >> >> >> If you have an idea for a session that WE (ie, the SIG) should turn in, >> please also add that to the list. >> >> >> If you are planning to put in a session that you DON'T want turned in with >> the SIG proposals, please add them to this list with a short description >> with a note saying that you are turning that in independently just so that I >> know how many game accessibility proposals are out there. This will also >> help me keep an eye out for them, as some, if rejected, might be able to be >> put in through the IGDA track (there might have to be a presentation format >> change but it's a "second chance" opportunity). >> >> >> Finally -- to ensure that I have an idea about how many passes we will need >> for GDC, please send me an email and/or post it on the wiki if you are >> planning on attending GDC 2008. That way I can distribute names across the >> proposals as needed to ensure that as many people who want to attend as >> possible will be able to gain access to the GDC without worry. >> >> >> As you know, we are using a different method for GDC 2008, replacing the >> really exhausting daily set up and take down of the accessibility arcade >> with an expo booth (also allows us to get the message across to those who >> only have very limited GDC access). We're also distributing the work of the >> sessions more so that I'm not "in charge" of all of the presentations. I >> might be in many of them but I won't be the one doing the main planning for >> all of them once we get past the submission process. >> >> >> Thanks everyone! >> 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 From richard at audiogames.net Sun Sep 16 16:33:03 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 16 Sep 2007 22:33:03 +0200 Subject: [games_access] GDC 2008 References: <836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com><057f01c7f76f$660829b0$0202a8c0@oneswitch> Message-ID: <001f01c7f8a0$c902d3d0$6402a8c0@Delletje> Hi, Good Question(s)! I personally think much of the practical side of game accessibility (from the perspective of design/development) is related to interface design (graphic/auditory UI, I/O design, etc). So I think an UI track would be great - if there is such a track of course! Greets, Richard (very interested in the aesthetic-side of AG as well) ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, September 16, 2007 9:54 PM Subject: Re: [games_access] GDC 2008 > I'd like to do a presentation on closed captioning in games, but I'm > not sure what you mean by some presentations are part of the SIG while > others are not? Is the SIG only doing presentations that are part of > the IGDA track? For example, if I wanted to put my presentation in the > Production track (as an example) then my presentation will be > independent of the SIG? > > Which brings me to my next question. What audience should I present > closed captioning to? Michelle and Richard had a great response from > the audio designers, which is wonderful. What's unfortunate about > closed captioning is that, while it has been supported by audio > designers, it doesn't present them with anything new. It's not a new > idea in game design concepts like audio games for the blind are. It's > really about conveying audio in a different medium (text or gfx). Is > that message useful for audio designers? I'm leaning towards not so > much. Because, whether or not closed captions are used in a game, > doesn't affect the audio design of a game. Closed captions affect > production budgets in localization and UI graphic designs the most I > think. Last, but not least, they do directly affect the enjoyment of > the game from a deaf player's experience. Not sure what track > "enhancing player experience" would fall into, probably game design. > > Should I give the talk to UI designers? A UI designer at LucasArts > loves the idea of closed captioning in games and Marc Laidlaw, writer > of Valve Software has said he really likes the aesthetic of seeing > text match the chaos of the gameplay on screen. > > Any opinions on who my audience should be? > > -Reid > > On 9/15/07, d. michelle hinn wrote: >> >> >> Hi all, >> >> >> So as you know (or not) the GDC final proposals that go through the >> system >> (not the IGDA track) are due Oct 1st. I've set up a page on the wiki that >> I'll be filling in over the weekend with proposals that I know of that >> are >> going through the regular review system: >> >> >> http://www.igda.org/wiki/GASIG_GDC_San_Francisco_2008 >> >> >> If you have an idea for a session that WE (ie, the SIG) should turn in, >> please also add that to the list. >> >> >> If you are planning to put in a session that you DON'T want turned in >> with >> the SIG proposals, please add them to this list with a short description >> with a note saying that you are turning that in independently just so >> that I >> know how many game accessibility proposals are out there. This will also >> help me keep an eye out for them, as some, if rejected, might be able to >> be >> put in through the IGDA track (there might have to be a presentation >> format >> change but it's a "second chance" opportunity). >> >> >> Finally -- to ensure that I have an idea about how many passes we will >> need >> for GDC, please send me an email and/or post it on the wiki if you are >> planning on attending GDC 2008. That way I can distribute names across >> the >> proposals as needed to ensure that as many people who want to attend as >> possible will be able to gain access to the GDC without worry. >> >> >> As you know, we are using a different method for GDC 2008, replacing the >> really exhausting daily set up and take down of the accessibility arcade >> with an expo booth (also allows us to get the message across to those who >> only have very limited GDC access). We're also distributing the work of >> the >> sessions more so that I'm not "in charge" of all of the presentations. I >> might be in many of them but I won't be the one doing the main planning >> for >> all of them once we get past the submission process. >> >> >> Thanks everyone! >> 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 From eelke.folmer at gmail.com Sun Sep 16 20:00:24 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Sun, 16 Sep 2007 17:00:24 -0700 Subject: [games_access] Technique links words to signing In-Reply-To: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> Message-ID: <836db6300709161700w74bf543rafdd6ec637257ab7@mail.gmail.com> Hi Barrie, Very interesting but unless you use mechanical puppets to animate the sign language in a non digital environment, wouldn't it just be easier to just use text? e.g. render subtitles on a screen? Or am I missing something here? Is sign language the same for different languages or is it universal? Cheers Eelke On 9/15/07, Barrie Ellis wrote: > > > > A group of students working for IBM develops technology that automatically > converts the spoken word to British Sign Language. > > Technology that translates spoken or written words into British Sign > Language (BSL) has been developed by researchers at IBM. > > The system, called SiSi (Say It Sign It) was created by a group of students > in the UK. > > SiSi will enable deaf people to have simultaneous sign language > interpretations of meetings and presentations. > > It uses speech recognition to animate a digital character or avatar. > > IBM says its technology will allow for interpretation in situations where a > human interpreter is not available. > > It could also be used to provide automatic signing for television, radio and > telephone calls. > > 'Disenfranchised citizens' > > The concept has already gained the approval of the Royal National Institute > for Deaf people (RNID). > > "RNID welcomes any development that would make the information society a > more equal place for deaf and hard of hearing people," said the charity's > director of new technologies, Guido Gybels. > > "Sign language users are among the most disenfranchised citizens as a result > of services and products not being designed with their needs in mind." > > But Mr Gybels says there is still a long way to go before such prototypes > are in everyday use. > > IBM runs a yearly initiative called Extreme Blue which invites > technically-minded and business students to collaborate for 12 weeks. > > "We had a profoundly deaf mentor, so he kept a close eye on what was being > done and checking whether our translation corresponded to real BSL," said > Maria Vihljajeva, the student who developed the business plan for SiSi. > > The students used two signing avatars developed by the University of East > Anglia. > > One of them signs in BSL and the other uses Sign Supported English - a more > direct translation using conventional syntax and grammar. > > Converting SiSi to use other languages should also be straightforward, > according to Tom Klapiscak, another student who had technical input into the > project. > > "We designed the SiSi architecture in such a way that new translation > modules can easily be plugged into the system," he said. > > "Obviously this would involve the work of creating the translation module > itself - which is no small task." > > Mr Gybels of the RNID says he is "very impressed" with what the students > were able to achieve in just twelve weeks. > > "Creating a system that can actually bridge the gap between hearing people > who speak English and deaf people who use BSL is very important." > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > Via BBC: > http://news.bbc.co.uk/1/hi/technology/6993326.stm > _______________________________________________ > 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 Sun Sep 16 20:14:27 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Sun, 16 Sep 2007 17:14:27 -0700 Subject: [games_access] Technique links words to signing In-Reply-To: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> Message-ID: <836db6300709161714r7deacb30m865f3b6b78b1f251@mail.gmail.com> Hi Barrie, Very interesting but unless you use mechanical puppets to animate the sign language in a non digital environment, wouldn't it just be easier to just use text? e.g. render subtitles on a screen? Or am I missing something here? Is sign language the same for different languages or is it universal? Cheers Eelke On 9/15/07, Barrie Ellis wrote: > > > > A group of students working for IBM develops technology that automatically > converts the spoken word to British Sign Language. > > Technology that translates spoken or written words into British Sign > Language (BSL) has been developed by researchers at IBM. > > The system, called SiSi (Say It Sign It) was created by a group of students > in the UK. > > SiSi will enable deaf people to have simultaneous sign language > interpretations of meetings and presentations. > > It uses speech recognition to animate a digital character or avatar. > > IBM says its technology will allow for interpretation in situations where a > human interpreter is not available. > > It could also be used to provide automatic signing for television, radio and > telephone calls. > > 'Disenfranchised citizens' > > The concept has already gained the approval of the Royal National Institute > for Deaf people (RNID). > > "RNID welcomes any development that would make the information society a > more equal place for deaf and hard of hearing people," said the charity's > director of new technologies, Guido Gybels. > > "Sign language users are among the most disenfranchised citizens as a result > of services and products not being designed with their needs in mind." > > But Mr Gybels says there is still a long way to go before such prototypes > are in everyday use. > > IBM runs a yearly initiative called Extreme Blue which invites > technically-minded and business students to collaborate for 12 weeks. > > "We had a profoundly deaf mentor, so he kept a close eye on what was being > done and checking whether our translation corresponded to real BSL," said > Maria Vihljajeva, the student who developed the business plan for SiSi. > > The students used two signing avatars developed by the University of East > Anglia. > > One of them signs in BSL and the other uses Sign Supported English - a more > direct translation using conventional syntax and grammar. > > Converting SiSi to use other languages should also be straightforward, > according to Tom Klapiscak, another student who had technical input into the > project. > > "We designed the SiSi architecture in such a way that new translation > modules can easily be plugged into the system," he said. > > "Obviously this would involve the work of creating the translation module > itself - which is no small task." > > Mr Gybels of the RNID says he is "very impressed" with what the students > were able to achieve in just twelve weeks. > > "Creating a system that can actually bridge the gap between hearing people > who speak English and deaf people who use BSL is very important." > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > Via BBC: > http://news.bbc.co.uk/1/hi/technology/6993326.stm > _______________________________________________ > 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 Sun Sep 16 20:23:52 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Sun, 16 Sep 2007 17:23:52 -0700 Subject: [games_access] Technique links words to signing In-Reply-To: <836db6300709161700w74bf543rafdd6ec637257ab7@mail.gmail.com> References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> <836db6300709161700w74bf543rafdd6ec637257ab7@mail.gmail.com> Message-ID: There are different sign languages, British is different from American and so on throughout different parts of the world. The reason they want to use visual signs instead of text is that it truly is a different language with its own grammar structure and rules. It's not a simple matter to translate signs to text and vice versa. People that are born deaf and grow up to learn sign language often have great difficulty reading text in English or other languages. -Reid On 9/16/07, Eelke Folmer wrote: > Hi Barrie, > > Very interesting but unless you use mechanical puppets to animate the > sign language in a non digital environment, wouldn't it just be easier > to just use text? e.g. render subtitles on a screen? Or am I missing > something here? Is sign language the same for different languages or > is it universal? > > Cheers Eelke > > > > > On 9/15/07, Barrie Ellis wrote: > > > > > > > > A group of students working for IBM develops technology that automatically > > converts the spoken word to British Sign Language. > > > > Technology that translates spoken or written words into British Sign > > Language (BSL) has been developed by researchers at IBM. > > > > The system, called SiSi (Say It Sign It) was created by a group of students > > in the UK. > > > > SiSi will enable deaf people to have simultaneous sign language > > interpretations of meetings and presentations. > > > > It uses speech recognition to animate a digital character or avatar. > > > > IBM says its technology will allow for interpretation in situations where a > > human interpreter is not available. > > > > It could also be used to provide automatic signing for television, radio and > > telephone calls. > > > > 'Disenfranchised citizens' > > > > The concept has already gained the approval of the Royal National Institute > > for Deaf people (RNID). > > > > "RNID welcomes any development that would make the information society a > > more equal place for deaf and hard of hearing people," said the charity's > > director of new technologies, Guido Gybels. > > > > "Sign language users are among the most disenfranchised citizens as a result > > of services and products not being designed with their needs in mind." > > > > But Mr Gybels says there is still a long way to go before such prototypes > > are in everyday use. > > > > IBM runs a yearly initiative called Extreme Blue which invites > > technically-minded and business students to collaborate for 12 weeks. > > > > "We had a profoundly deaf mentor, so he kept a close eye on what was being > > done and checking whether our translation corresponded to real BSL," said > > Maria Vihljajeva, the student who developed the business plan for SiSi. > > > > The students used two signing avatars developed by the University of East > > Anglia. > > > > One of them signs in BSL and the other uses Sign Supported English - a more > > direct translation using conventional syntax and grammar. > > > > Converting SiSi to use other languages should also be straightforward, > > according to Tom Klapiscak, another student who had technical input into the > > project. > > > > "We designed the SiSi architecture in such a way that new translation > > modules can easily be plugged into the system," he said. > > > > "Obviously this would involve the work of creating the translation module > > itself - which is no small task." > > > > Mr Gybels of the RNID says he is "very impressed" with what the students > > were able to achieve in just twelve weeks. > > > > "Creating a system that can actually bridge the gap between hearing people > > who speak English and deaf people who use BSL is very important." > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > Via BBC: > > http://news.bbc.co.uk/1/hi/technology/6993326.stm > > _______________________________________________ > > 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 hinn at uiuc.edu Sun Sep 16 20:57:03 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 16 Sep 2007 19:57:03 -0500 Subject: [games_access] Technique links words to signing In-Reply-To: References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> <836db6300709161700w74bf543rafdd6ec637257ab7@mail.gmail.com> Message-ID: I agree, the deaf community that signs is one that GREATLY values signing as an independent language. Medical technologies such as the cochlear implants have been VERY controversial amongst this population, as people feel like the language of their culture is being endangered. This has led to some tough decisions by parents partially hearing children -- I've been told that it's akin (but not exactly) to having your child learn to speak french exclusively when you and your spouse speak german exclusively. Many in the deaf signing community are extremely proud of their culture and so additional concerns come into play when a culture is threatened. There is a deaf university in Washington DC (Gallaudet - http://www.gallaudet.edu/) and I grew up interacting with quite a few people who almost exclusively signed. I was told that the reading of English (and any other written/spoken language) when you cannot hear the words in your head is greatly difficult. I guess I would think about it the way the non-deaf learn to speak and later learn to spell and read. If you grow up signing rather than speaking, the written language could be seen as completely foreign and not as rich as the level of emotion that can be displayed through signing. Think about the times when you couldn't tell if a writer was sad, happy, angry, sarcastic, or what when reading a textbook. There are a lot of interesting books about deaf culture that I'd be glad to pass along the titles of if you are interested in learning more. Michelle >There are different sign languages, British is different from American >and so on throughout different parts of the world. > >The reason they want to use visual signs instead of text is that it >truly is a different language with its own grammar structure and >rules. It's not a simple matter to translate signs to text and vice >versa. People that are born deaf and grow up to learn sign language >often have great difficulty reading text in English or other >languages. > >-Reid > >On 9/16/07, Eelke Folmer wrote: >> Hi Barrie, >> >> Very interesting but unless you use mechanical puppets to animate the >> sign language in a non digital environment, wouldn't it just be easier >> to just use text? e.g. render subtitles on a screen? Or am I missing >> something here? Is sign language the same for different languages or >> is it universal? >> >> Cheers Eelke >> >> >> >> >> On 9/15/07, Barrie Ellis wrote: >> > >> > >> > >> > A group of students working for IBM develops technology that automatically >> > converts the spoken word to British Sign Language. >> > >> > Technology that translates spoken or written words into British Sign >> > Language (BSL) has been developed by researchers at IBM. >> > >> > The system, called SiSi (Say It Sign It) was created by a group >>of students >> > in the UK. >> > >> > SiSi will enable deaf people to have simultaneous sign language >> > interpretations of meetings and presentations. >> > >> > It uses speech recognition to animate a digital character or avatar. >> > >> > IBM says its technology will allow for interpretation in >>situations where a >> > human interpreter is not available. >> > >> > It could also be used to provide automatic signing for >>television, radio and >> > telephone calls. >> > >> > 'Disenfranchised citizens' >> > >> > The concept has already gained the approval of the Royal >>National Institute >> > for Deaf people (RNID). >> > >> > "RNID welcomes any development that would make the information society a >> > more equal place for deaf and hard of hearing people," said the charity's >> > director of new technologies, Guido Gybels. >> > >> > "Sign language users are among the most disenfranchised citizens >>as a result >> > of services and products not being designed with their needs in mind." >> > >> > But Mr Gybels says there is still a long way to go before such prototypes >> > are in everyday use. > > > >> > IBM runs a yearly initiative called Extreme Blue which invites >> > technically-minded and business students to collaborate for 12 weeks. >> > >> > "We had a profoundly deaf mentor, so he kept a close eye on what was being >> > done and checking whether our translation corresponded to real BSL," said >> > Maria Vihljajeva, the student who developed the business plan for SiSi. >> > >> > The students used two signing avatars developed by the University of East >> > Anglia. >> > >> > One of them signs in BSL and the other uses Sign Supported >>English - a more >> > direct translation using conventional syntax and grammar. >> > >> > Converting SiSi to use other languages should also be straightforward, >> > according to Tom Klapiscak, another student who had technical >>input into the >> > project. >> > >> > "We designed the SiSi architecture in such a way that new translation >> > modules can easily be plugged into the system," he said. >> > >> > "Obviously this would involve the work of creating the translation module >> > itself - which is no small task." >> > >> > Mr Gybels of the RNID says he is "very impressed" with what the students >> > were able to achieve in just twelve weeks. >> > >> > "Creating a system that can actually bridge the gap between hearing people >> > who speak English and deaf people who use BSL is very important." >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> > Via BBC: >> > http://news.bbc.co.uk/1/hi/technology/6993326.stm >> > _______________________________________________ >> > 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Sun Sep 16 23:11:39 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 16 Sep 2007 22:11:39 -0500 Subject: [games_access] SIG Meetings This Wednesday (Sept 16) & Next Wednesday (Sept 23) In-Reply-To: <836db6300709161700w74bf543rafdd6ec637257ab7@mail.gmail.com> References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> <836db6300709161700w74bf543rafdd6ec637257ab7@mail.gmail.com> Message-ID: Hi All, Yes we have a TON to discuss and the clock is ticking! So I'm calling at least two meetings for the next two weeks so that we can get things together for E for All Expo and the GDC proposals. After that I will schedule a time for a FuturePlay meeting. , So let's meet on Wednesday, Sept 19, 2007 at two different times to try and accomodate more people. The first meeting will be at 1pm (NYC time) and then second meeting will be at 8pm (NYC time) On Wednesday, September 26, 2007, lets meeting at 1pm (NYC time) with a second chance meeting at 8pm (NYT time) Check out http://www.timeanddate.com/worldclock/fixedform.html to find your local time. We'll see how these new times work out -- regardless please try to make one or the other on the Wednesday so we can hear from everyone possible. As usual we'll meet on MSN. If you haven't attended before, add me (vrgrrl at hotmail.com -- not a working email address, btw) and then a few minutes before the meeting time I'll look for you and add you to the meeting room. If you are running late and don't think I've seen you, just send me an IM and I'll add you in a flash! See you then! Michelle -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Mon Sep 17 02:52:49 2007 From: richard at audiogames.net (AudioGames.net) Date: Mon, 17 Sep 2007 08:52:49 +0200 Subject: [games_access] Technique links words to signing References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> <836db6300709161700w74bf543rafdd6ec637257ab7@mail.gmail.com> Message-ID: <002801c7f8f7$5ccfeed0$6402a8c0@Delletje> Hi, No, like spoken languages, there are different sign languages (English, American). I was told that for many deaf people, sign language is the first or preferred language, while written language is the second. Text might seem the most logical solution from the point of view of non-deaf people, but for the deaf text is often just that: a solution. I guess you can compare it to the difference between an voice-actor acting out a text and just the text. There is just so much more information in the first instance. Richard ----- Original Message ----- From: "Eelke Folmer" To: "IGDA Games Accessibility SIG Mailing List" Sent: Monday, September 17, 2007 2:00 AM Subject: Re: [games_access] Technique links words to signing > Hi Barrie, > > Very interesting but unless you use mechanical puppets to animate the > sign language in a non digital environment, wouldn't it just be easier > to just use text? e.g. render subtitles on a screen? Or am I missing > something here? Is sign language the same for different languages or > is it universal? > > Cheers Eelke > > > > > On 9/15/07, Barrie Ellis wrote: >> >> >> >> A group of students working for IBM develops technology that >> automatically >> converts the spoken word to British Sign Language. >> >> Technology that translates spoken or written words into British Sign >> Language (BSL) has been developed by researchers at IBM. >> >> The system, called SiSi (Say It Sign It) was created by a group of >> students >> in the UK. >> >> SiSi will enable deaf people to have simultaneous sign language >> interpretations of meetings and presentations. >> >> It uses speech recognition to animate a digital character or avatar. >> >> IBM says its technology will allow for interpretation in situations where >> a >> human interpreter is not available. >> >> It could also be used to provide automatic signing for television, radio >> and >> telephone calls. >> >> 'Disenfranchised citizens' >> >> The concept has already gained the approval of the Royal National >> Institute >> for Deaf people (RNID). >> >> "RNID welcomes any development that would make the information society a >> more equal place for deaf and hard of hearing people," said the charity's >> director of new technologies, Guido Gybels. >> >> "Sign language users are among the most disenfranchised citizens as a >> result >> of services and products not being designed with their needs in mind." >> >> But Mr Gybels says there is still a long way to go before such prototypes >> are in everyday use. >> >> IBM runs a yearly initiative called Extreme Blue which invites >> technically-minded and business students to collaborate for 12 weeks. >> >> "We had a profoundly deaf mentor, so he kept a close eye on what was >> being >> done and checking whether our translation corresponded to real BSL," said >> Maria Vihljajeva, the student who developed the business plan for SiSi. >> >> The students used two signing avatars developed by the University of East >> Anglia. >> >> One of them signs in BSL and the other uses Sign Supported English - a >> more >> direct translation using conventional syntax and grammar. >> >> Converting SiSi to use other languages should also be straightforward, >> according to Tom Klapiscak, another student who had technical input into >> the >> project. >> >> "We designed the SiSi architecture in such a way that new translation >> modules can easily be plugged into the system," he said. >> >> "Obviously this would involve the work of creating the translation module >> itself - which is no small task." >> >> Mr Gybels of the RNID says he is "very impressed" with what the students >> were able to achieve in just twelve weeks. >> >> "Creating a system that can actually bridge the gap between hearing >> people >> who speak English and deaf people who use BSL is very important." >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> Via BBC: >> http://news.bbc.co.uk/1/hi/technology/6993326.stm >> _______________________________________________ >> 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 j.chetwynd at btinternet.com Mon Sep 17 04:14:39 2007 From: j.chetwynd at btinternet.com (=?UTF-8?B?In46Jycg44GC44KK44GM44Go44GG44GU44GW44GE44G+44GX44Gf?= =?UTF-8?B?44CCIg==?=) Date: Mon, 17 Sep 2007 09:14:39 +0100 Subject: [games_access] Technique links words to signing In-Reply-To: <836db6300709161700w74bf543rafdd6ec637257ab7@mail.gmail.com> References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> <836db6300709161700w74bf543rafdd6ec637257ab7@mail.gmail.com> Message-ID: <5462FECD-5705-434A-BF92-20ABEC4A0301@btinternet.com> Eelke, there maybe many sign languages for each region or spoken language, for instance BSL and ASL and Makaton are just 3 "English" sign languages, also there are regional and even local or personal versions. Furthermore, literal translation is almost useless, as each grammar may be very different. Naturally not everyone can read, so text isn't necessarily helpful. fwiw this is not an area I have much expertise in, but this much I do know. regards Jonathan Chetwynd Accessibility Consultant on Media Literacy and the Internet On 17 Sep 2007, at 01:00, Eelke Folmer wrote: Hi Barrie, Very interesting but unless you use mechanical puppets to animate the sign language in a non digital environment, wouldn't it just be easier to just use text? e.g. render subtitles on a screen? Or am I missing something here? Is sign language the same for different languages or is it universal? Cheers Eelke On 9/15/07, Barrie Ellis wrote: > > > > A group of students working for IBM develops technology that > automatically > converts the spoken word to British Sign Language. > > Technology that translates spoken or written words into British Sign > Language (BSL) has been developed by researchers at IBM. > > The system, called SiSi (Say It Sign It) was created by a group of > students > in the UK. > > SiSi will enable deaf people to have simultaneous sign language > interpretations of meetings and presentations. > > It uses speech recognition to animate a digital character or avatar. > > IBM says its technology will allow for interpretation in situations > where a > human interpreter is not available. > > It could also be used to provide automatic signing for television, > radio and > telephone calls. > > 'Disenfranchised citizens' > > The concept has already gained the approval of the Royal National > Institute > for Deaf people (RNID). > > "RNID welcomes any development that would make the information > society a > more equal place for deaf and hard of hearing people," said the > charity's > director of new technologies, Guido Gybels. > > "Sign language users are among the most disenfranchised citizens as > a result > of services and products not being designed with their needs in mind." > > But Mr Gybels says there is still a long way to go before such > prototypes > are in everyday use. > > IBM runs a yearly initiative called Extreme Blue which invites > technically-minded and business students to collaborate for 12 weeks. > > "We had a profoundly deaf mentor, so he kept a close eye on what > was being > done and checking whether our translation corresponded to real > BSL," said > Maria Vihljajeva, the student who developed the business plan for > SiSi. > > The students used two signing avatars developed by the University > of East > Anglia. > > One of them signs in BSL and the other uses Sign Supported English > - a more > direct translation using conventional syntax and grammar. > > Converting SiSi to use other languages should also be straightforward, > according to Tom Klapiscak, another student who had technical input > into the > project. > > "We designed the SiSi architecture in such a way that new translation > modules can easily be plugged into the system," he said. > > "Obviously this would involve the work of creating the translation > module > itself - which is no small task." > > Mr Gybels of the RNID says he is "very impressed" with what the > students > were able to achieve in just twelve weeks. > > "Creating a system that can actually bridge the gap between hearing > people > who speak English and deaf people who use BSL is very important." > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > Via BBC: > http://news.bbc.co.uk/1/hi/technology/6993326.stm > _______________________________________________ > 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 colven at ace-centre.org.uk Mon Sep 17 04:43:37 2007 From: colven at ace-centre.org.uk (David Colven) Date: Mon, 17 Sep 2007 09:43:37 +0100 Subject: [games_access] Technique links words to signing In-Reply-To: <5462FECD-5705-434A-BF92-20ABEC4A0301@btinternet.com> References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> <836db6300709161700w74bf543rafdd6ec637257ab7@mail.gmail.com> <5462FECD-5705-434A-BF92-20ABEC4A0301@btinternet.com> Message-ID: <6.0.3.0.2.20070917094058.048fc2f0@192.168.100.200> Apologies if you already know this but there is a report of some new software developed by IBM in the UK called SiSi which uses a signing avatar to translate text into BSL and/or Signed English http://news.bbc.co.uk/1/hi/technology/6993326.stm All the best David At 09:14 17/09/07, you wrote: >Eelke, > >there maybe many sign languages for each region or spoken language, >for instance BSL and ASL and Makaton are just 3 "English" sign >languages, also there are regional and even local or personal versions. >Furthermore, literal translation is almost useless, as each grammar >may be very different. > >Naturally not everyone can read, so text isn't necessarily helpful. > >fwiw this is not an area I have much expertise in, but this much I do >know. > >regards > >Jonathan Chetwynd >Accessibility Consultant on Media Literacy and the Internet > > > >On 17 Sep 2007, at 01:00, Eelke Folmer wrote: > >Hi Barrie, > >Very interesting but unless you use mechanical puppets to animate the >sign language in a non digital environment, wouldn't it just be easier >to just use text? e.g. render subtitles on a screen? Or am I missing >something here? Is sign language the same for different languages or >is it universal? > >Cheers Eelke > > > > >On 9/15/07, Barrie Ellis wrote: >> >> >> >>A group of students working for IBM develops technology that >>automatically >>converts the spoken word to British Sign Language. >> >>Technology that translates spoken or written words into British Sign >>Language (BSL) has been developed by researchers at IBM. >> >>The system, called SiSi (Say It Sign It) was created by a group of >>students >>in the UK. >> >>SiSi will enable deaf people to have simultaneous sign language >>interpretations of meetings and presentations. >> >>It uses speech recognition to animate a digital character or avatar. >> >>IBM says its technology will allow for interpretation in situations >>where a >>human interpreter is not available. >> >>It could also be used to provide automatic signing for television, >>radio and >>telephone calls. >> >>'Disenfranchised citizens' >> >>The concept has already gained the approval of the Royal National >>Institute >>for Deaf people (RNID). >> >>"RNID welcomes any development that would make the information >>society a >>more equal place for deaf and hard of hearing people," said the >>charity's >>director of new technologies, Guido Gybels. >> >>"Sign language users are among the most disenfranchised citizens as >>a result >>of services and products not being designed with their needs in mind." >> >>But Mr Gybels says there is still a long way to go before such >>prototypes >>are in everyday use. >> >>IBM runs a yearly initiative called Extreme Blue which invites >>technically-minded and business students to collaborate for 12 weeks. >> >>"We had a profoundly deaf mentor, so he kept a close eye on what >>was being >>done and checking whether our translation corresponded to real >>BSL," said >>Maria Vihljajeva, the student who developed the business plan for >>SiSi. >> >>The students used two signing avatars developed by the University >>of East >>Anglia. >> >>One of them signs in BSL and the other uses Sign Supported English >>- a more >>direct translation using conventional syntax and grammar. >> >>Converting SiSi to use other languages should also be straightforward, >>according to Tom Klapiscak, another student who had technical input >>into the >>project. >> >>"We designed the SiSi architecture in such a way that new translation >>modules can easily be plugged into the system," he said. >> >>"Obviously this would involve the work of creating the translation >>module >>itself - which is no small task." >> >>Mr Gybels of the RNID says he is "very impressed" with what the >>students >>were able to achieve in just twelve weeks. >> >>"Creating a system that can actually bridge the gap between hearing >>people >>who speak English and deaf people who use BSL is very important." >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >>Via BBC: >>http://news.bbc.co.uk/1/hi/technology/6993326.stm >>_______________________________________________ >>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 David Colven, Technical Advisor The ACE Centre Advisory Trust 92 Windmill Road Headington Oxford OX3 7DR Web site at www.ace-centre.org.uk something new every week Tel +44 (0)1865 759813 Fax +44 (0)1865 759810 DISCLAIMER: The information in this message is confidential and may be legally privileged. It is intended solely for the addressee. Access to this message by anyone else is unauthorised. If you are not the intended recipient, any disclosure, copying, or distribution of the message, or any action or omission taken by you in reliance on it, is prohibited and may be unlawful. Please immediately contact the sender if you have received this message in error. Thank you From eelke.folmer at gmail.com Mon Sep 17 14:50:16 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Mon, 17 Sep 2007 11:50:16 -0700 Subject: [games_access] Technique links words to signing In-Reply-To: References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> <836db6300709161700w74bf543rafdd6ec637257ab7@mail.gmail.com> Message-ID: <836db6300709171150j554dd755y18fe95243737c134@mail.gmail.com> Hey, Thanks for the info I didn't even know that. But it makes sense now! Cheers Eelke On 9/16/07, Reid Kimball wrote: > There are different sign languages, British is different from American > and so on throughout different parts of the world. > > The reason they want to use visual signs instead of text is that it > truly is a different language with its own grammar structure and > rules. It's not a simple matter to translate signs to text and vice > versa. People that are born deaf and grow up to learn sign language > often have great difficulty reading text in English or other > languages. > > -Reid > > On 9/16/07, Eelke Folmer wrote: > > Hi Barrie, > > > > Very interesting but unless you use mechanical puppets to animate the > > sign language in a non digital environment, wouldn't it just be easier > > to just use text? e.g. render subtitles on a screen? Or am I missing > > something here? Is sign language the same for different languages or > > is it universal? > > > > Cheers Eelke > > > > > > > > > > On 9/15/07, Barrie Ellis wrote: > > > > > > > > > > > > A group of students working for IBM develops technology that automatically > > > converts the spoken word to British Sign Language. > > > > > > Technology that translates spoken or written words into British Sign > > > Language (BSL) has been developed by researchers at IBM. > > > > > > The system, called SiSi (Say It Sign It) was created by a group of students > > > in the UK. > > > > > > SiSi will enable deaf people to have simultaneous sign language > > > interpretations of meetings and presentations. > > > > > > It uses speech recognition to animate a digital character or avatar. > > > > > > IBM says its technology will allow for interpretation in situations where a > > > human interpreter is not available. > > > > > > It could also be used to provide automatic signing for television, radio and > > > telephone calls. > > > > > > 'Disenfranchised citizens' > > > > > > The concept has already gained the approval of the Royal National Institute > > > for Deaf people (RNID). > > > > > > "RNID welcomes any development that would make the information society a > > > more equal place for deaf and hard of hearing people," said the charity's > > > director of new technologies, Guido Gybels. > > > > > > "Sign language users are among the most disenfranchised citizens as a result > > > of services and products not being designed with their needs in mind." > > > > > > But Mr Gybels says there is still a long way to go before such prototypes > > > are in everyday use. > > > > > > IBM runs a yearly initiative called Extreme Blue which invites > > > technically-minded and business students to collaborate for 12 weeks. > > > > > > "We had a profoundly deaf mentor, so he kept a close eye on what was being > > > done and checking whether our translation corresponded to real BSL," said > > > Maria Vihljajeva, the student who developed the business plan for SiSi. > > > > > > The students used two signing avatars developed by the University of East > > > Anglia. > > > > > > One of them signs in BSL and the other uses Sign Supported English - a more > > > direct translation using conventional syntax and grammar. > > > > > > Converting SiSi to use other languages should also be straightforward, > > > according to Tom Klapiscak, another student who had technical input into the > > > project. > > > > > > "We designed the SiSi architecture in such a way that new translation > > > modules can easily be plugged into the system," he said. > > > > > > "Obviously this would involve the work of creating the translation module > > > itself - which is no small task." > > > > > > Mr Gybels of the RNID says he is "very impressed" with what the students > > > were able to achieve in just twelve weeks. > > > > > > "Creating a system that can actually bridge the gap between hearing people > > > who speak English and deaf people who use BSL is very important." > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > Via BBC: > > > http://news.bbc.co.uk/1/hi/technology/6993326.stm > > > _______________________________________________ > > > 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 ---------------------------------------------------------------------------- From hinn at uiuc.edu Mon Sep 17 16:31:40 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 17 Sep 2007 15:31:40 -0500 Subject: [games_access] Technique links words to signing In-Reply-To: <836db6300709171150j554dd755y18fe95243737c134@mail.gmail.com> References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> <836db6300709161700w74bf543rafdd6ec637257ab7@mail.gmail.com> <836db6300709171150j554dd755y18fe95243737c134@mail.gmail.com> Message-ID: Just my own aside after reading and contributing to the topic of signing... I think we are so lucky to have each other -- whether it's knowledge about different disabilities because we have them or have worked with those who have. Inquiries like this always cement in my mind the value of a group like ours -- we all want game accessibility and we want to make sure it makes the most sense for the groups we are proposing solutions for. People look to us for answers and so we must take advantage of this incredible opportunity we have! There are no bad questions -- just bad results because no one thought to ask questions! :) So it's fantastic that we can all serve as each other's checks and balances. And, hey, I learn things all the time from you all that I had never considered but were super important to consider! Michelle >Hey, > >Thanks for the info I didn't even know that. But it makes sense now! > >Cheers Eelke > > >On 9/16/07, Reid Kimball wrote: >> There are different sign languages, British is different from American >> and so on throughout different parts of the world. >> >> The reason they want to use visual signs instead of text is that it >> truly is a different language with its own grammar structure and >> rules. It's not a simple matter to translate signs to text and vice >> versa. People that are born deaf and grow up to learn sign language >> often have great difficulty reading text in English or other >> languages. >> >> -Reid >> >> On 9/16/07, Eelke Folmer wrote: >> > Hi Barrie, >> > >> > Very interesting but unless you use mechanical puppets to animate the >> > sign language in a non digital environment, wouldn't it just be easier >> > to just use text? e.g. render subtitles on a screen? Or am I missing >> > something here? Is sign language the same for different languages or >> > is it universal? >> > >> > Cheers Eelke >> > >> > >> > >> > >> > On 9/15/07, Barrie Ellis wrote: >> > > >> > > >> > > >> > > A group of students working for IBM develops technology that >>automatically >> > > converts the spoken word to British Sign Language. >> > > >> > > Technology that translates spoken or written words into British Sign >> > > Language (BSL) has been developed by researchers at IBM. >> > > >> > > The system, called SiSi (Say It Sign It) was created by a >>group of students >> > > in the UK. >> > > >> > > SiSi will enable deaf people to have simultaneous sign language >> > > interpretations of meetings and presentations. >> > > >> > > It uses speech recognition to animate a digital character or avatar. >> > > >> > > IBM says its technology will allow for interpretation in >>situations where a >> > > human interpreter is not available. >> > > >> > > It could also be used to provide automatic signing for >>television, radio and >> > > telephone calls. >> > > >> > > 'Disenfranchised citizens' >> > > >> > > The concept has already gained the approval of the Royal >>National Institute >> > > for Deaf people (RNID). >> > > >> > > "RNID welcomes any development that would make the information society a >> > > more equal place for deaf and hard of hearing people," said >>the charity's >> > > director of new technologies, Guido Gybels. >> > > >> > > "Sign language users are among the most disenfranchised >>citizens as a result >> > > of services and products not being designed with their needs in mind." >> > > >> > > But Mr Gybels says there is still a long way to go before such >>prototypes >> > > are in everyday use. >> > > >> > > IBM runs a yearly initiative called Extreme Blue which invites >> > > technically-minded and business students to collaborate for 12 weeks. >> > > >> > > "We had a profoundly deaf mentor, so he kept a close eye on >>what was being >> > > done and checking whether our translation corresponded to real >>BSL," said >> > > Maria Vihljajeva, the student who developed the business plan for SiSi. >> > > >> > > The students used two signing avatars developed by the >>University of East > > > > Anglia. >> > > >> > > One of them signs in BSL and the other uses Sign Supported >>English - a more >> > > direct translation using conventional syntax and grammar. >> > > >> > > Converting SiSi to use other languages should also be straightforward, >> > > according to Tom Klapiscak, another student who had technical >>input into the >> > > project. >> > > >> > > "We designed the SiSi architecture in such a way that new translation >> > > modules can easily be plugged into the system," he said. >> > > >> > > "Obviously this would involve the work of creating the >>translation module >> > > itself - which is no small task." >> > > >> > > Mr Gybels of the RNID says he is "very impressed" with what the students >> > > were able to achieve in just twelve weeks. >> > > >> > > "Creating a system that can actually bridge the gap between >>hearing people >> > > who speak English and deaf people who use BSL is very important." >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > Via BBC: >> > > http://news.bbc.co.uk/1/hi/technology/6993326.stm >> > > _______________________________________________ >> > > 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 >---------------------------------------------------------------------------- >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Tue Sep 18 04:03:14 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 18 Sep 2007 10:03:14 +0200 Subject: [games_access] Game Accessibility article in september issue ofGame Developer Magazine In-Reply-To: <006c01c7f6f4$dd268210$6402a8c0@Delletje> References: <006c01c7f6f4$dd268210$6402a8c0@Delletje> Message-ID: wow! great news! /Thomas 14 sep 2007 kl. 19.29 skrev AudioGames.net: > Hi, > > Just returned from GDC Austin where Michelle and I did a > presentation of audio gaming and visually impaired game > accessibility. At the conference I got a free copy of the september > 2007 issue of Game Developer. But it wasn't until yesterday that I > had the chance to go through the pages and as I did, amazement > caught my eye: the monthly one-page Aural Fixation-column (column > about game audio) was titled "Audio Accessibility" and it was all > about game accessibility! The column, written by Jesse Harlin > (audio guy for LucasArts, who also mentions colleague Reid), > discusses issues that hearing-impaired gamers encounter and > solutions that exist, as well as visually-impaired gaming and audio > games. So it seems that this month is a good month for game > accessibility after all! > > I'll scan you a copy as soon as I got time. > > Greets, > > Richard > > _______________________________________________ > 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 glinert at MIT.EDU Tue Sep 18 10:29:11 2007 From: glinert at MIT.EDU (Eitan Glinert) Date: Tue, 18 Sep 2007 10:29:11 -0400 Subject: [games_access] GDC 2008 In-Reply-To: References: <836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> <057f01c7f76f$660829b0$0202a8c0@oneswitch> Message-ID: <6.2.1.2.2.20070918102557.02e9fd30@po12.mit.edu> Hi Michelle, I'm trying to edit the wiki right now, but I don't see how to register - perhaps I'm missing something? Regardless, I'm submitting two papers independently to GDC: An AudiOdyssey Post-Mortem (not sure of the title yet) A paper on research driven experimental game design, co-authored with Philip Tan. It won't be exclusively about accessibility, but it will touch on it. Eitan At 04:50 PM 9/15/2007, you wrote: >Hi all, > >So as you know (or not) the GDC final proposals that go through the system >(not the IGDA track) are due Oct 1st. I've set up a page on the wiki that >I'll be filling in over the weekend with proposals that I know of that are >going through the regular review system: > >http://www.igda.org/wiki/GASIG_GDC_San_Francisco_2008 > >If you have an idea for a session that WE (ie, the SIG) should turn in, >please also add that to the list. > >If you are planning to put in a session that you DON'T want turned in with >the SIG proposals, please add them to this list with a short description >with a note saying that you are turning that in independently just so that >I know how many game accessibility proposals are out there. This will also >help me keep an eye out for them, as some, if rejected, might be able to >be put in through the IGDA track (there might have to be a presentation >format change but it's a "second chance" opportunity). > >Finally -- to ensure that I have an idea about how many passes we will >need for GDC, please send me an email and/or post it on the wiki if you >are planning on attending GDC 2008. That way I can distribute names across >the proposals as needed to ensure that as many people who want to attend >as possible will be able to gain access to the GDC without worry. > >As you know, we are using a different method for GDC 2008, replacing the >really exhausting daily set up and take down of the accessibility arcade >with an expo booth (also allows us to get the message across to those who >only have very limited GDC access). We're also distributing the work of >the sessions more so that I'm not "in charge" of all of the presentations. >I might be in many of them but I won't be the one doing the main planning >for all of them once we get past the submission process. > >Thanks everyone! >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 glinert at MIT.EDU Tue Sep 18 10:32:36 2007 From: glinert at MIT.EDU (Eitan Glinert) Date: Tue, 18 Sep 2007 10:32:36 -0400 Subject: [games_access] FuturePlay 2007 In-Reply-To: References: <836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> <057f01c7f76f$660829b0$0202a8c0@oneswitch> Message-ID: <6.2.1.2.2.20070918103035.02e2e110@po12.mit.edu> Hi Michelle, I may be going to Futureplay to talk about AudiOdyssey, but I don't know yet. Somehow they lost my submission, and then the guy who was looking for it left and someone new was recently assigned to reviewing my proposal. I'll let you know as soon as I get confirmation. Eitan At 05:15 PM 9/15/2007, you wrote: >Hi all, > >So Dimitris (I think), Eelke, Kevin and I will be presenting an >accessibility workshop at FuturePlay in November. Kevin took the first >pass at the schedule and I just took a second pass (probably adding more >confusion). It's on the wiki at: > >http://www.igda.org/wiki/GASIG_FuturePlay_2007 > >Please take a look at this and let us know if there's anything we should >add. This is not the FINAL version -- just a draft. So be kind. :) > >Thanks! >Michelle (who is on fire sending email today...) > >PS -- I am in the process of figuring out 2-3 meeting dates with one US >afternoon time and one evening time to try to get better attendance. These >will be SPECIFICALLY covering E for All, GDC Proposals, and FuturePlay, >which are our most immediate needs. More on this in a follow up email. > >_______________________________________________ >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 glinert at MIT.EDU Tue Sep 18 10:48:32 2007 From: glinert at MIT.EDU (Eitan Glinert) Date: Tue, 18 Sep 2007 10:48:32 -0400 Subject: [games_access] Sorry for the spam In-Reply-To: <6.2.1.2.2.20070918103035.02e2e110@po12.mit.edu> References: <836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> <057f01c7f76f$660829b0$0202a8c0@oneswitch> <6.2.1.2.2.20070918103035.02e2e110@po12.mit.edu> Message-ID: <6.2.1.2.2.20070918104721.04b1db30@po12.mit.edu> My mistake on just hitting reply without checking the send-to list. Apologies for the spam. Eitan From hinn at uiuc.edu Tue Sep 18 12:45:23 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 18 Sep 2007 11:45:23 -0500 Subject: [games_access] Sorry for the spam In-Reply-To: <6.2.1.2.2.20070918104721.04b1db30@po12.mit.edu> References: <836db6300709122249l2574fe97w4f5c0e6bec6afd43@mail.gmail.com> <057f01c7f76f$660829b0$0202a8c0@oneswitch> <6.2.1.2.2.20070918103035.02e2e110@po12.mit.edu> <6.2.1.2.2.20070918104721.04b1db30@po12.mit.edu> Message-ID: I didn't get any spam so maybe the IGDA server caught it? I usually average about 30-40 spam rejected messages a day so for me it's just a way of life...unfortunately. :) Unless you meant sending messages that just was for a couple people -- in that case, we do that all the time. So no worries! Michelle >My mistake on just hitting reply without checking the send-to list. >Apologies for the spam. >Eitan > >_______________________________________________ >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 Sep 18 14:33:56 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Tue, 18 Sep 2007 19:33:56 +0100 Subject: [games_access] Virtual worlds open up to blind Message-ID: <19e401c7fa22$79a6b8f0$0202a8c0@oneswitch> From: http://news.bbc.co.uk/1/hi/technology/6993739.stm Online virtual worlds could soon be accessible to blind people thanks to research by students at IBM in Ireland. Some estimates predict that 80% of active internet users will be using a virtual world in four years' time. The company said that it is keen to ensure that blind people are not excluded from an environment that sighted people will take for granted. The students have designed an audio equivalent of the virtual world using 3D sound to create a sense of space. They were working as part of the company's Extreme Blue research initiative which brings groups of students together for 12 weeks to solve problem set by senior researchers. The project - called Accessibility In Virtual Worlds - is what the company describes as "a proof of concept" at this stage, but it will be passed on to IBM's Human Ability and Accessibility Centre in Texas for further development. For their work the Irish team decided to use the Active Worlds online environment rather than the more popular Second Life (which has almost 9.5m accounts) because it allowed them more flexibility. Active Worlds is a collection of user-made virtual worlds that people can visit via a web browser plug-in. Like many other virtual spaces they let people make many of the artefacts, including buildings, found in them. Audible cues The research team exploited this ability to tinker with objects in the online world to make it more hospitable to the blind. "When the user comes into the world, the items are described as well as their positions," explained Colm O'Brien, one of the team of four researchers who worked on the project. "There is also sound attached - for example, if there's a tree nearby you will hear a rustling of leaves," said Mr O'Brien. The work also developed tools which uses text to speech software that reads out any chat from fellow avatars in the virtual world that appears in a text box. Characters in the virtual world can have a "sonar" attached to them so that the user gets audible cues to alert them to when they are approaching, from which direction and how near they are. A number of blind mentors have given advice and feedback to the team - one in IBM's Dublin lab and two based at IBM's research centre in Texas. The students have also liaised with the National Council for the Blind of Ireland on their work. As well as proving that the idea is feasible, the team has made a number of recommendations about accessibility standards for virtual worlds which should help the developers of the future. "IBM believes that virtual worlds are going to be the next big evolution of the web and if this happens...it's not right for blind people to be missing out on what the rest of us have available," said Mr O'Brien -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Wed Sep 19 05:08:24 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Wed, 19 Sep 2007 11:08:24 +0200 Subject: [games_access] Virtual worlds open up to blind In-Reply-To: <19e401c7fa22$79a6b8f0$0202a8c0@oneswitch> References: <19e401c7fa22$79a6b8f0$0202a8c0@oneswitch> Message-ID: <6336F71F-34AD-4DF3-B2F2-C9AD3480A402@pininteractive.com> nice, now where is Blizzard :) /thomas 18 sep 2007 kl. 20.33 skrev Barrie Ellis: > From: http://news.bbc.co.uk/1/hi/technology/6993739.stm > > Online virtual worlds could soon be accessible to blind people > thanks to research by students at IBM in Ireland. > Some estimates predict that 80% of active internet users will be > using a virtual world in four years' time. > > The company said that it is keen to ensure that blind people are > not excluded from an environment that sighted people will take for > granted. > > The students have designed an audio equivalent of the virtual world > using 3D sound to create a sense of space. > > They were working as part of the company's Extreme Blue research > initiative which brings groups of students together for 12 weeks to > solve problem set by senior researchers. > > The project - called Accessibility In Virtual Worlds - is what the > company describes as "a proof of concept" at this stage, but it > will be passed on to IBM's Human Ability and Accessibility Centre > in Texas for further development. > > For their work the Irish team decided to use the Active Worlds > online environment rather than the more popular Second Life (which > has almost 9.5m accounts) because it allowed them more flexibility. > > Active Worlds is a collection of user-made virtual worlds that > people can visit via a web browser plug-in. Like many other virtual > spaces they let people make many of the artefacts, including > buildings, found in them. > > Audible cues > > The research team exploited this ability to tinker with objects in > the online world to make it more hospitable to the blind. > > "When the user comes into the world, the items are described as > well as their positions," explained Colm O'Brien, one of the team > of four researchers who worked on the project. > > "There is also sound attached - for example, if there's a tree > nearby you will hear a rustling of leaves," said Mr O'Brien. > > The work also developed tools which uses text to speech software > that reads out any chat from fellow avatars in the virtual world > that appears in a text box. > > Characters in the virtual world can have a "sonar" attached to them > so that the user gets audible cues to alert them to when they are > approaching, from which direction and how near they are. > > A number of blind mentors have given advice and feedback to the > team - one in IBM's Dublin lab and two based at IBM's research > centre in Texas. > > The students have also liaised with the National Council for the > Blind of Ireland on their work. > > As well as proving that the idea is feasible, the team has made a > number of recommendations about accessibility standards for virtual > worlds which should help the developers of the future. > > "IBM believes that virtual worlds are going to be the next big > evolution of the web and if this happens...it's not right for blind > people to be missing out on what the rest of us have available," > said Mr O'Brien > > _______________________________________________ > 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 eelke.folmer at gmail.com Wed Sep 19 18:59:09 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 19 Sep 2007 15:59:09 -0700 Subject: [games_access] Virtual worlds open up to blind In-Reply-To: <19e401c7fa22$79a6b8f0$0202a8c0@oneswitch> References: <19e401c7fa22$79a6b8f0$0202a8c0@oneswitch> Message-ID: <836db6300709191559k56396b77kb5431fd3c2463883@mail.gmail.com> Hey this sounds like some competition for my research ;-) (....which can only be good). I can assume they will be using IBM's own "secondlife". I heard there's lots of blind people working at IBM actually. Two things I didn't really understand: "There is also sound attached - for example, if there's a tree nearby you will hear a rustling of leaves," said Mr O'Brien. So in Secondlife objects can have sound embedded. and a Tree with rustling leaves usually will make sounds already in SL so that's not something blind people miss out on. The work also developed tools which uses text to speech software that reads out any chat from fellow avatars in the virtual world that appears in a text box. Secondlife already has voice over IP which works pretty well actually. Cheers Eelke On 9/18/07, Barrie Ellis wrote: > > > From: > http://news.bbc.co.uk/1/hi/technology/6993739.stm > > Online virtual worlds could soon be accessible to blind people thanks to > research by students at IBM in Ireland. > > Some estimates predict that 80% of active internet users will be using a > virtual world in four years' time. > > The company said that it is keen to ensure that blind people are not > excluded from an environment that sighted people will take for granted. > > The students have designed an audio equivalent of the virtual world using 3D > sound to create a sense of space. > > They were working as part of the company's Extreme Blue research initiative > which brings groups of students together for 12 weeks to solve problem set > by senior researchers. > > The project - called Accessibility In Virtual Worlds - is what the company > describes as "a proof of concept" at this stage, but it will be passed on to > IBM's Human Ability and Accessibility Centre in Texas for further > development. > > For their work the Irish team decided to use the Active Worlds online > environment rather than the more popular Second Life (which has almost 9.5m > accounts) because it allowed them more flexibility. > > Active Worlds is a collection of user-made virtual worlds that people can > visit via a web browser plug-in. Like many other virtual spaces they let > people make many of the artefacts, including buildings, found in them. > > Audible cues > > The research team exploited this ability to tinker with objects in the > online world to make it more hospitable to the blind. > > "When the user comes into the world, the items are described as well as > their positions," explained Colm O'Brien, one of the team of four > researchers who worked on the project. > > "There is also sound attached - for example, if there's a tree nearby you > will hear a rustling of leaves," said Mr O'Brien. > > The work also developed tools which uses text to speech software that reads > out any chat from fellow avatars in the virtual world that appears in a text > box. > > Characters in the virtual world can have a "sonar" attached to them so that > the user gets audible cues to alert them to when they are approaching, from > which direction and how near they are. > > A number of blind mentors have given advice and feedback to the team - one > in IBM's Dublin lab and two based at IBM's research centre in Texas. > > The students have also liaised with the National Council for the Blind of > Ireland on their work. > > As well as proving that the idea is feasible, the team has made a number of > recommendations about accessibility standards for virtual worlds which > should help the developers of the future. > > "IBM believes that virtual worlds are going to be the next big evolution of > the web and if this happens...it's not right for blind people to be missing > out on what the rest of us have available," said Mr O'Brien > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > _______________________________________________ > 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 thomas.roome at student.utdallas.edu Wed Sep 19 23:02:04 2007 From: thomas.roome at student.utdallas.edu (Roome, Thomas C) Date: Wed, 19 Sep 2007 22:02:04 -0500 Subject: [games_access] Virtual worlds open up to blind References: <19e401c7fa22$79a6b8f0$0202a8c0@oneswitch> <836db6300709191559k56396b77kb5431fd3c2463883@mail.gmail.com> Message-ID: IBM is not using Second Life for this project, but using a different online world called Activeworlds. According to my contact at IBM the reason is: "because you can have your own server (IBM has at least one) and they provide a SDK that lets you write your own client code to interact with the server." If anyone wants to look at activeworld program, then here is the link http://www.activeworlds.com/ I have been looking at Accessibility for SL over a year, but nowhere near to your success Eelke. I would like to know more about your research, so please e-mail me off of the list. ---------------------------------------------------------------- Thank You, Tom Roome ATEC Teacher Assistant The University of Texas at Dallas E-mail: thomas.roome at student.utdallas.edu ________________________________ From: games_access-bounces at igda.org on behalf of Eelke Folmer Sent: Wed 9/19/2007 5:59 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Virtual worlds open up to blind Hey this sounds like some competition for my research ;-) (....which can only be good). I can assume they will be using IBM's own "secondlife". I heard there's lots of blind people working at IBM actually. Two things I didn't really understand: "There is also sound attached - for example, if there's a tree nearby you will hear a rustling of leaves," said Mr O'Brien. So in Secondlife objects can have sound embedded. and a Tree with rustling leaves usually will make sounds already in SL so that's not something blind people miss out on. The work also developed tools which uses text to speech software that reads out any chat from fellow avatars in the virtual world that appears in a text box. Secondlife already has voice over IP which works pretty well actually. Cheers Eelke On 9/18/07, Barrie Ellis wrote: > > > From: > http://news.bbc.co.uk/1/hi/technology/6993739.stm > > Online virtual worlds could soon be accessible to blind people thanks to > research by students at IBM in Ireland. > > Some estimates predict that 80% of active internet users will be using a > virtual world in four years' time. > > The company said that it is keen to ensure that blind people are not > excluded from an environment that sighted people will take for granted. > > The students have designed an audio equivalent of the virtual world using 3D > sound to create a sense of space. > > They were working as part of the company's Extreme Blue research initiative > which brings groups of students together for 12 weeks to solve problem set > by senior researchers. > > The project - called Accessibility In Virtual Worlds - is what the company > describes as "a proof of concept" at this stage, but it will be passed on to > IBM's Human Ability and Accessibility Centre in Texas for further > development. > > For their work the Irish team decided to use the Active Worlds online > environment rather than the more popular Second Life (which has almost 9.5m > accounts) because it allowed them more flexibility. > > Active Worlds is a collection of user-made virtual worlds that people can > visit via a web browser plug-in. Like many other virtual spaces they let > people make many of the artefacts, including buildings, found in them. > > Audible cues > > The research team exploited this ability to tinker with objects in the > online world to make it more hospitable to the blind. > > "When the user comes into the world, the items are described as well as > their positions," explained Colm O'Brien, one of the team of four > researchers who worked on the project. > > "There is also sound attached - for example, if there's a tree nearby you > will hear a rustling of leaves," said Mr O'Brien. > > The work also developed tools which uses text to speech software that reads > out any chat from fellow avatars in the virtual world that appears in a text > box. > > Characters in the virtual world can have a "sonar" attached to them so that > the user gets audible cues to alert them to when they are approaching, from > which direction and how near they are. > > A number of blind mentors have given advice and feedback to the team - one > in IBM's Dublin lab and two based at IBM's research centre in Texas. > > The students have also liaised with the National Council for the Blind of > Ireland on their work. > > As well as proving that the idea is feasible, the team has made a number of > recommendations about accessibility standards for virtual worlds which > should help the developers of the future. > > "IBM believes that virtual worlds are going to be the next big evolution of > the web and if this happens...it's not right for blind people to be missing > out on what the rest of us have available," said Mr O'Brien > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > _______________________________________________ > 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 -------------- A non-text attachment was scrubbed... Name: winmail.dat Type: application/ms-tnef Size: 9311 bytes Desc: not available URL: From barrie.ellis at oneswitch.org.uk Thu Sep 20 02:58:52 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 20 Sep 2007 07:58:52 +0100 Subject: [games_access] Playstation 3 compatibility with adapted Playstation 2 controllers Message-ID: <00c501c7fb53$b43618d0$0202a8c0@oneswitch> There's a good little entry up at the Quadcontroller web-site making mention of using an original Playstation 2 Quadcontroller with a Playstation 3 using an adapter: http://www.quadcontrol.com/joystick.htm Just more ammo for the "please give us fully reconfigurable controls and optional simplified control techniques" mantra! Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Thu Sep 20 03:02:33 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 20 Sep 2007 08:02:33 +0100 Subject: [games_access] Switch Accessible Gaming Year Zero Message-ID: <00ff01c7fb54$38410b80$0202a8c0@oneswitch> Not strictly game related - but maybe the first ever use of switch technology with computers for disabled users in the mid-late 1970's: http://gameaccessibility.blogspot.com/2007/09/oznaki-project.html -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Thu Sep 20 13:34:39 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 20 Sep 2007 18:34:39 +0100 Subject: [games_access] PS3 Dual-Shock 3 - Most stupidly complicated controller ever? Message-ID: <022c01c7fbac$85c5ade0$0202a8c0@oneswitch> http://kotaku.com/gaming/clips/dualshock3-the-announcement-the-sequel-301745.php -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Thu Sep 20 13:38:29 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 20 Sep 2007 12:38:29 -0500 Subject: [games_access] Playstation 3 compatibility with adapted Playstation 2 controllers In-Reply-To: <00c501c7fb53$b43618d0$0202a8c0@oneswitch> References: <00c501c7fb53$b43618d0$0202a8c0@oneswitch> Message-ID: I'm making my class (they don't know this yet...) play Halo3 on Tuesday (no, not on the PS3 but same idea with the reconfigurable controllers) using accessible controllers (still trying to find a way to make a QuadController sanitary on the fly -- ideas anyone?) as their lesson in frustration. I'm looking forward to E For All -- I say we escort as many people from the "big three" on over to our booth. :) >here's a good little entry up at the Quadcontroller web-site making >mention of using an original Playstation 2 Quadcontroller with a >Playstation 3 using an adapter: > >http://www.quadcontrol.com/joystick.htm > >Just more ammo for the "please give us fully reconfigurable controls >and optional simplified control techniques" mantra! > >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 no1cwbyfan at cox.net Thu Sep 20 15:20:30 2007 From: no1cwbyfan at cox.net (Jason Price) Date: Thu, 20 Sep 2007 14:20:30 -0500 Subject: [games_access] Playstation 3 compatibility with adapted Playstation 2 controllers In-Reply-To: Message-ID: <20070920192053.NHHK18594.eastrmmtao106.cox.net@eastrmimpo02.cox.net> Good idea on halo 3. Better buy some cleaning products _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Thursday, September 20, 2007 12:38 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Playstation 3 compatibility with adapted Playstation 2 controllers I'm making my class (they don't know this yet...) play Halo3 on Tuesday (no, not on the PS3 but same idea with the reconfigurable controllers) using accessible controllers (still trying to find a way to make a QuadController sanitary on the fly -- ideas anyone?) as their lesson in frustration. I'm looking forward to E For All -- I say we escort as many people from the "big three" on over to our booth. :) here's a good little entry up at the Quadcontroller web-site making mention of using an original Playstation 2 Quadcontroller with a Playstation 3 using an adapter: HYPERLINK "http://www.quadcontrol.com/joystick.htm"http://www.quadcontrol.com/joystick .htm Just more ammo for the "please give us fully reconfigurable controls and optional simplified control techniques" mantra! Barrie www.OneSwitch.org.uk _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.487 / Virus Database: 269.13.27/1020 - Release Date: 9/20/2007 12:07 PM No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.487 / Virus Database: 269.13.27/1020 - Release Date: 9/20/2007 12:07 PM -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Fri Sep 21 15:17:03 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Fri, 21 Sep 2007 15:17:03 -0400 Subject: [games_access] logging in editing wiki problems? In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIyEcCoA References: AAAAADBf8GSYa4xDlD4sBa5lcIyEcCoA Message-ID: <019601c7fc83$fe03dd90$6501a8c0@Inspiron> I got my password change so I know my login and password but I still can't edit our accessibility wiki to add a new page on projects about project top-secret. Is there something I'm missing I have a student account maybe that's it or something else? Thanks. It doesn't let me log in. Robert www.RobertFlorio.com _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Jason Price Sent: Thursday, September 20, 2007 3:21 PM To: 'IGDA Games Accessibility SIG Mailing List' Subject: Re: [games_access] Playstation 3 compatibility with adaptedPlaystation 2 controllers Good idea on halo 3. Better buy some cleaning products _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Thursday, September 20, 2007 12:38 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Playstation 3 compatibility with adapted Playstation 2 controllers I'm making my class (they don't know this yet...) play Halo3 on Tuesday (no, not on the PS3 but same idea with the reconfigurable controllers) using accessible controllers (still trying to find a way to make a QuadController sanitary on the fly -- ideas anyone?) as their lesson in frustration. I'm looking forward to E For All -- I say we escort as many people from the "big three" on over to our booth. :) here's a good little entry up at the Quadcontroller web-site making mention of using an original Playstation 2 Quadcontroller with a Playstation 3 using an adapter: http://www.quadcontrol.com/joystick.htm Just more ammo for the "please give us fully reconfigurable controls and optional simplified control techniques" mantra! Barrie www.OneSwitch.org.uk _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.487 / Virus Database: 269.13.27/1020 - Release Date: 9/20/2007 12:07 PM No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.487 / Virus Database: 269.13.27/1020 - Release Date: 9/20/2007 12:07 PM -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Sat Sep 22 16:17:50 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Sat, 22 Sep 2007 22:17:50 +0200 Subject: [games_access] logging in editing wiki problems? In-Reply-To: <019601c7fc83$fe03dd90$6501a8c0@Inspiron> References: AAAAADBf8GSYa4xDlD4sBa5lcIyEcCoA <019601c7fc83$fe03dd90$6501a8c0@Inspiron> Message-ID: <74371BF5-BD3C-4D76-9577-13FF22A8935C@pininteractive.com> Hello Robert, that's odd, it have always worked fine for me, although I have a full membership also, I run a MediaWIki (same the igda wiki) on my own site and have not experienced login problems just one thing to remember (which you probably already have thought of): I think it is case sensitive so make sure you don't have Caps Lock on. /Thomas 21 sep 2007 kl. 21.17 skrev Robert Florio: > I got my password change so I know my login and password but I > still can't edit our accessibility wiki to add a new page on > projects about project top-secret. Is there something I'm missing > I have a student account maybe that's it or something else? > Thanks. It doesn't let me log in. > > > > Robert > > www.RobertFlorio.com > > > > > > From: games_access-bounces at igda.org [mailto:games_access- > bounces at igda.org] On Behalf Of Jason Price > Sent: Thursday, September 20, 2007 3:21 PM > To: 'IGDA Games Accessibility SIG Mailing List' > Subject: Re: [games_access] Playstation 3 compatibility with > adaptedPlaystation 2 controllers > > > > Good idea on halo 3. Better buy some cleaning products > > > > From: games_access-bounces at igda.org [mailto:games_access- > bounces at igda.org] On Behalf Of d. michelle hinn > Sent: Thursday, September 20, 2007 12:38 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] Playstation 3 compatibility with > adapted Playstation 2 controllers > > > > I'm making my class (they don't know this yet...) play Halo3 on > Tuesday (no, not on the PS3 but same idea with the reconfigurable > controllers) using accessible controllers (still trying to find a > way to make a QuadController sanitary on the fly -- ideas anyone?) > as their lesson in frustration. > > > > I'm looking forward to E For All -- I say we escort as many people > from the "big three" on over to our booth. :) > > > >> here's a good little entry up at the Quadcontroller web-site >> making mention of using an original Playstation 2 Quadcontroller >> with a Playstation 3 using an adapter: >> >> >> >> http://www.quadcontrol.com/joystick.htm >> >> >> >> Just more ammo for the "please give us fully reconfigurable >> controls and optional simplified control techniques" mantra! >> >> >> >> Barrie >> >> www.OneSwitch.org.uk >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > > > > No virus found in this incoming message. > Checked by AVG Free Edition. > Version: 7.5.487 / Virus Database: 269.13.27/1020 - Release Date: > 9/20/2007 12:07 PM > > > > No virus found in this outgoing message. > Checked by AVG Free Edition. > Version: 7.5.487 / Virus Database: 269.13.27/1020 - Release Date: > 9/20/2007 12:07 PM > > _______________________________________________ > 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 Sep 22 16:35:55 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 22 Sep 2007 15:35:55 -0500 Subject: [games_access] logging in editing wiki problems? In-Reply-To: <74371BF5-BD3C-4D76-9577-13FF22A8935C@pininteractive.com> References: AAAAADBf8GSYa4xDlD4sBa5lcIyEcCoA <019601c7fc83$fe03dd90$6501a8c0@Inspiron> <74371BF5-BD3C-4D76-9577-13FF22A8935C@pininteractive.com> Message-ID: I'm also not sure I know why it's not letting you log on -- that's all controlled by the IGDA tech people and not me, I'm afraid. Jason is in Tokyo right now as are a lot of people in the IGDA (DiGRA, which despite all the troubles they had actually did come together, and the TGS). So it might take a little while before we know more. Anyone else experiencing problems logging in? Robert -- are you using any assistive tech that might be interfering (I can't think of why that would happen but it's worth thinking about). Perhaps have someone try it on your computer without using anything beyond the keyboard/mouse and see if there's anything going on there. I know that there's been talk of different membership levels having more/less access to things but as far as I know that's still talk and not a reality (it's a topic that causes a fair bit of controversy on the SIG chair list every time it gets mentioned, especially for groups like ours that are not exactly the "cash cow" groups). But perhaps in order to try and avoid malicious people who run around destroying wikis with junk they put a "full membership" requirement on it. If that's the case then I'm sure we can get the tech people to put in an exception and/or just let student members log on. I'm not saying that's what's happening but it might be. Michelle >Hello Robert, > >that's odd, it have always worked fine for me, although I have a >full membership > >also, I run a MediaWIki (same the igda wiki) on my own site and have >not experienced login problems > >just one thing to remember (which you probably already have thought >of): I think it is case sensitive so make sure you don't have Caps >Lock on. > >/Thomas > > >21 sep 2007 kl. 21.17 skrev Robert Florio: > >>I got my password change so I know my login and password but I >>still can't edit our accessibility wiki to add a new page on >>projects about project top-secret. Is there something I'm missing >>I have a student account maybe that's it or something else? >>Thanks. It doesn't let me log in. >> >> >> >>Robert >> >>www.RobertFlorio.com >> >> >> >> >> >> >>From: >>games_access-bounces at igda.org >>[mailto:games_access-bounces at igda.org] >>On Behalf Of Jason Price >>Sent: Thursday, September 20, 2007 3:21 PM >>To: 'IGDA Games Accessibility SIG Mailing List' >>Subject: Re: [games_access] Playstation 3 compatibility with >>adaptedPlaystation 2 controllers >> >> >> >>Good idea on halo 3. Better buy some cleaning products >> >> >> >> >>From: >>games_access-bounces at igda.org >>[mailto:games_access-bounces at igda.org] >>On Behalf Of d. michelle hinn >>Sent: Thursday, September 20, 2007 12:38 PM >>To: IGDA Games Accessibility SIG Mailing List >>Subject: Re: [games_access] Playstation 3 compatibility with >>adapted Playstation 2 controllers >> >> >> >>I'm making my class (they don't know this yet...) play Halo3 on >>Tuesday (no, not on the PS3 but same idea with the reconfigurable >>controllers) using accessible controllers (still trying to find a >>way to make a QuadController sanitary on the fly -- ideas anyone?) >>as their lesson in frustration. >> >> >> >>I'm looking forward to E For All -- I say we escort as many people >>from the "big three" on over to our booth. :) >> >> >> >>>here's a good little entry up at the Quadcontroller web-site >>>making mention of using an original Playstation 2 Quadcontroller >>>with a Playstation 3 using an adapter: >>> >>> >>> >>>http://www.quadcontrol.com/joystick.htm >>> >>> >>> >>>Just more ammo for the "please give us fully reconfigurable >>>controls and optional simplified control techniques" mantra! >>> >>> >>> >>>Barrie >>> >>>www.OneSwitch.org.uk >>> >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >> >> >> >>No virus found in this incoming message. >>Checked by AVG Free Edition. >>Version: 7.5.487 / Virus Database: 269.13.27/1020 - Release Date: >>9/20/2007 12:07 PM >> >> >> >>No virus found in this outgoing message. >>Checked by AVG Free Edition. >>Version: 7.5.487 / Virus Database: 269.13.27/1020 - Release Date: >>9/20/2007 12:07 PM >> >>_______________________________________________ >>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 ioo at ablegamers.com Sun Sep 23 23:06:36 2007 From: ioo at ablegamers.com (Ioo) Date: Sun, 23 Sep 2007 23:06:36 -0400 Subject: [games_access] New AbleGamers.com Design - Please come take a gander. Message-ID: <46F729BC.1010009@ablegamers.com> Hello all. So after a lot of heads down work I am pleased to share with you that AbleGamers.com has been redesigned for the ground up. Go take a look please, and if you want, sign up and use the site. http://www.ablegamers.com Some things worth pointing out - We have added groups, you can now create and manage a group, it is like a SIG, only with a different name. - Added the AbleGamers Blog, now members of the site can post an entry, link to their own blog, and more. - Some forum changes, a few more places for no one to talk in. So please go and take a moment to check it out, and if you feel like it, you are welcome to join the site (costs nothing) and participate. Also, I want to make sure that I have links for anything that users should find, so if you want a link to a site, send me a message ioo at ablegamers.com and I will get your link up. Thanks guys! From hinn at uiuc.edu Mon Sep 24 00:51:21 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 23 Sep 2007 23:51:21 -0500 Subject: [games_access] New AbleGamers.com Design - Please come take a gander. In-Reply-To: <46F729BC.1010009@ablegamers.com> References: <46F729BC.1010009@ablegamers.com> Message-ID: Nice work! And I'll send you an invite so you can cross-blog on the SIG blog -- even if we're repeating ourselves it just increases getting the info out and about! Right now we're thinking about how best to merge gameaccessibility.com and the SIG site -- would you be interested in taking a part in this conversation? This by no means is to undo any of your own site goals -- we're just all interested in making sure that we link to each other's sites and work as best as we can to the goal we all have -- game accessibility! With the SIG, we have the backing of the biggest game dev network out there so that helps and so any way we can help out other members (like you, like barrie, like reid, etc, etc) get the word out about your own work, we do!! You are a member too ! :) I can't remember MarK -- are you in California? Somehow Wisconsin also comes to mind but it's late and I'm loopy. :D The main reason that I ask is that I have this stack of invites to October's E for All Expo (eforallexpo.com) that I want to give our to disabled gamers but I'm not having a lot of luck finding anyone in the LA area. Michelle >Hello all. > >So after a lot of heads down work I am pleased to share with you >that AbleGamers.com has been redesigned for the ground up. Go take a >look please, and if you want, sign up and use the site. > >http://www.ablegamers.com > >Some things worth pointing out >- We have added groups, you can now create and manage a group, it is >like a SIG, only with a different name. >- Added the AbleGamers Blog, now members of the site can post an >entry, link to their own blog, and more. >- Some forum changes, a few more places for no one to talk in. > >So please go and take a moment to check it out, and if you feel like >it, you are welcome to join the site (costs nothing) and participate. > >Also, I want to make sure that I have links for anything that users >should find, so if you want a link to a site, send me a message >ioo at ablegamers.com and I will get your link up. > >Thanks guys! >_______________________________________________ >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 Sep 24 02:06:09 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 24 Sep 2007 07:06:09 +0100 Subject: [games_access] New AbleGamers.com Design - Please come take agander. References: <46F729BC.1010009@ablegamers.com> Message-ID: <121b01c7fe71$009b3640$0202a8c0@oneswitch> Very nice! That is a very professional job - really impressed! Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Ioo" To: "IGDA Games Accessibility SIG Mailing List" Sent: Monday, September 24, 2007 4:06 AM Subject: [games_access] New AbleGamers.com Design - Please come take agander. > Hello all. > > So after a lot of heads down work I am pleased to share with you that > AbleGamers.com has been redesigned for the ground up. Go take a look > please, and if you want, sign up and use the site. > > http://www.ablegamers.com > > Some things worth pointing out > - We have added groups, you can now create and manage a group, it is like > a SIG, only with a different name. > - Added the AbleGamers Blog, now members of the site can post an entry, > link to their own blog, and more. > - Some forum changes, a few more places for no one to talk in. > > So please go and take a moment to check it out, and if you feel like it, > you are welcome to join the site (costs nothing) and participate. > > Also, I want to make sure that I have links for anything that users should > find, so if you want a link to a site, send me a message > ioo at ablegamers.com and I will get your link up. > > Thanks guys! > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From ladysekhmet.dj at gmail.com Mon Sep 24 14:54:51 2007 From: ladysekhmet.dj at gmail.com (DJ Bono) Date: Mon, 24 Sep 2007 14:54:51 -0400 Subject: [games_access] Technique links words to signing Message-ID: <21e80ec20709241154s286bce11k11eae50b4e565e78@mail.gmail.com> Thought I'll add my two bits. (yes I know..I've been incognito...that's what happens when you play God of War, GTA: San Andreas ---which I'm finally getting around to do!). Anyways - I read all the posts, and they're very interesting to read. It's sad that it's really up to US (deafies), to teach the hearing people about Deaf Culture and all that...yet there's some deafies that I know, EXPECTS that all hearing people should KNOW already, and that ticks me off at times. I would say 80% of the people that I meet on a daily basic for the my whole life, I'm their FIRST deaf people they ever met. So yeah, sometimes I have to teach them a couple things, other times I just shrug it off. I get sick of a sorry look when I say, "I'm deaf, please look at me.", then they overenuilate (sp?), and that drives me batty. It's just sometimes better to act like a foreigner. I grew up in Total Communication environment...meaning that I speak and sign fluently. My English has always been good (and don't go around correcting my grammar...I'm getting old...lol). It wasn't until that I went to RIT, and I've seen some deafies could barely write well. They write, "broken" English, because that's the way they sign. English: "I went to California last year. It was a lot of fun!" ASL, may write: "Me touch California, last year. Wow! Lot fun" See the difference? They cannot "hear" the words in their head, so instead they can "see", so they write what they can see. Mind you this is a small population of deaf people, so I'm not making a general statement that all deaf people's English is bad. However...having said all that....some of you said that it may be moot to add text if they can't understand it. Actually, I think the opposite. I think they can quite understand it well, because they watch TV with CC all the time, so they're used to texts. Try watching TV with CC on for two weeks. Then turn it off. Feels weird eh? Anyways, texts in games are sometimes difficult to implement because of budget, and interrupting the game flow. To me, I don't understand why can't they just make it as an option?! Satisfy both worlds. I was literally pissed when God of War is not subtitled during cut scenes, but IS subtitled WITHIN the game. Do you know how hard it is to read the Game Script (thank you GameFAQS), and watch the cutscenes at the same time?! Enough about my rambling, hope you all learned a thing or two. Game On -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Mon Sep 24 16:25:05 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Mon, 24 Sep 2007 16:25:05 -0400 Subject: [games_access] RobertFlorio adding wiki page? How? In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIykiSoA References: AAAAADBf8GSYa4xDlD4sBa5lcIykiSoA Message-ID: <001601c7fee9$0066f150$6501a8c0@Inspiron> I am going to add a wiki page about projects. And start keeping an update about Project top-secret and I am involved with the acclaim.com. I don't want to screw up our wiki can someone please show me the right process I looked at the help but it looks intimidating? Thank you Robert Florio _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of DJ Bono Sent: Monday, September 24, 2007 2:55 PM To: games_access at igda.org Subject: Re: [games_access] Technique links words to signing Thought I'll add my two bits. (yes I know..I've been incognito...that's what happens when you play God of War, GTA: San Andreas ---which I'm finally getting around to do!). Anyways - I read all the posts, and they're very interesting to read. It's sad that it's really up to US (deafies), to teach the hearing people about Deaf Culture and all that...yet there's some deafies that I know, EXPECTS that all hearing people should KNOW already, and that ticks me off at times. I would say 80% of the people that I meet on a daily basic for the my whole life, I'm their FIRST deaf people they ever met. So yeah, sometimes I have to teach them a couple things, other times I just shrug it off. I get sick of a sorry look when I say, "I'm deaf, please look at me.", then they overenuilate (sp?), and that drives me batty. It's just sometimes better to act like a foreigner. I grew up in Total Communication environment...meaning that I speak and sign fluently. My English has always been good (and don't go around correcting my grammar...I'm getting old...lol). It wasn't until that I went to RIT, and I've seen some deafies could barely write well. They write, "broken" English, because that's the way they sign. English: "I went to California last year. It was a lot of fun!" ASL, may write: "Me touch California, last year. Wow! Lot fun" See the difference? They cannot "hear" the words in their head, so instead they can "see", so they write what they can see. Mind you this is a small population of deaf people, so I'm not making a general statement that all deaf people's English is bad. However...having said all that....some of you said that it may be moot to add text if they can't understand it. Actually, I think the opposite. I think they can quite understand it well, because they watch TV with CC all the time, so they're used to texts. Try watching TV with CC on for two weeks. Then turn it off. Feels weird eh? Anyways, texts in games are sometimes difficult to implement because of budget, and interrupting the game flow. To me, I don't understand why can't they just make it as an option?! Satisfy both worlds. I was literally pissed when God of War is not subtitled during cut scenes, but IS subtitled WITHIN the game. Do you know how hard it is to read the Game Script (thank you GameFAQS), and watch the cutscenes at the same time?! Enough about my rambling, hope you all learned a thing or two. Game On -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Mon Sep 24 20:29:00 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 24 Sep 2007 19:29:00 -0500 Subject: [games_access] Technique links words to signing In-Reply-To: <21e80ec20709241154s286bce11k11eae50b4e565e78@mail.gmail.com> References: <21e80ec20709241154s286bce11k11eae50b4e565e78@mail.gmail.com> Message-ID: Hey -- thanks (as always!) for adding in your thoughts. Yes, I wish that there was a simple solution to learning and teaching about deaf culture. I'm sure that no one here (myself included) intended to say anything disrespectful (and I'm not saying that you are saying that either) but I did want to acknowledge that it's nice that we have this virtual space to talk about misunderstandings and to help correct them. Certainly there is so much we have to learn from each other! Thanks for being honest about your own experiences! Michelle >Thought I'll add my two bits. (yes I know..I've been >incognito...that's what happens when you play God of War, GTA: San >Andreas ---which I'm finally getting around to do!). > > Anyways - I read all the posts, and they're very interesting to >read. It's sad that it's really up to US (deafies), to teach the >hearing people about Deaf Culture and all that...yet there's some >deafies that I know, EXPECTS that all hearing people should KNOW >already, and that ticks me off at times. I would say 80% of the >people that I meet on a daily basic for the my whole life, I'm their >FIRST deaf people they ever met. So yeah, sometimes I have to teach >them a couple things, other times I just shrug it off. I get sick of >a sorry look when I say, "I'm deaf, please look at me.", then they >overenuilate (sp?), and that drives me batty. It's just sometimes >better to act like a foreigner. > I grew up in Total Communication environment...meaning that I >speak and sign fluently. My English has always been good (and don't >go around correcting my grammar...I'm getting old...lol). It wasn't >until that I went to RIT, and I've seen some deafies could barely >write well. They write, "broken" English, because that's the way >they sign. > >English: "I went to California last year. It was a lot of fun!" >ASL, may write: "Me touch California, last year. Wow! Lot fun" > >See the difference? They cannot "hear" the words in their head, so >instead they can "see", so they write what they can see. > > Mind you this is a small population of deaf people, so I'm not >making a general statement that all deaf people's English is bad. > >However...having said all that....some of you said that it may be >moot to add text if they can't understand it. > Actually, I think the opposite. I think they can quite >understand it well, because they watch TV with CC all the time, so >they're used to texts. > > Try watching TV with CC on for two weeks. Then turn it off. >Feels weird eh? > > Anyways, > texts in games are sometimes difficult to implement because of >budget, and interrupting the game flow. To me, I don't understand >why can't they just make it as an option?! Satisfy both worlds. I >was literally pissed when God of War is not subtitled during cut >scenes, but IS subtitled WITHIN the game. Do you know how hard it is >to read the Game Script (thank you GameFAQS), and watch the >cutscenes at the same time?! > > >Enough about my rambling, hope you all learned a thing or two. > >Game On > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Tue Sep 25 04:05:58 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 25 Sep 2007 10:05:58 +0200 Subject: [games_access] New AbleGamers.com Design - Please come take agander. In-Reply-To: <46F729BC.1010009@ablegamers.com> References: <46F729BC.1010009@ablegamers.com> Message-ID: <63CEF107-ADFD-4016-9509-EEB9C29A2D1B@pininteractive.com> very nice design! I'm using Joomla CMS too /thomas 24 sep 2007 kl. 05.06 skrev Ioo: > Hello all. > > So after a lot of heads down work I am pleased to share with you > that AbleGamers.com has been redesigned for the ground up. Go take > a look please, and if you want, sign up and use the site. > > http://www.ablegamers.com > > Some things worth pointing out > - We have added groups, you can now create and manage a group, it > is like a SIG, only with a different name. > - Added the AbleGamers Blog, now members of the site can post an > entry, link to their own blog, and more. > - Some forum changes, a few more places for no one to talk in. > > So please go and take a moment to check it out, and if you feel > like it, you are welcome to join the site (costs nothing) and > participate. > > Also, I want to make sure that I have links for anything that users > should find, so if you want a link to a site, send me a message > ioo at ablegamers.com and I will get your link up. > > Thanks guys! > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Tue Sep 25 13:17:24 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 25 Sep 2007 12:17:24 -0500 Subject: [games_access] AbleGamers.com Design + GDC 08 In-Reply-To: <63CEF107-ADFD-4016-9509-EEB9C29A2D1B@pininteractive.com> References: <46F729BC.1010009@ablegamers.com> <63CEF107-ADFD-4016-9509-EEB9C29A2D1B@pininteractive.com> Message-ID: Mark is going to be joining in on the SIG web team so that we can make sure that all our individual and collective resources are linked to one another for the best coverage possible. Cooool! Mark is going to be able to join us at GDC as well (and serve as our reporter on the scene with a press pass -- the only rule, Mark, is that you cannot film anyone while they are eating...looooong story but we've been through some weird stuff that we never could have predicted in the past! hehe.). So this is exciting! If anyone is planning to attend GDC 08 (www.gdconf.com) and you are pretty sure I don't already know about it or you haven't heard from me in a month about it and haven't been able to join us in the past, please let me know as soon as possible. The proposals are due Oct 1 and I want to make sure that we get everyone who wants to be involved involved! I'm used to the last minute scramble so no worries -- just let me know. Basically I know that Richard, Reid, Thomas, Mark, Eitan, Eelke, Robert, Dimitris, Kevin, Barrie (if it ends up being an ok time to head to the states) are going. And I'm 99.9% sure I have left someone out of that list because I'm not looking at my notes, which are at home. So if you aren't on the list and you know that you should be, please don't be mad...you should all know that I get brain fog here and there (is that a real term? it should be!) -- just let me know! :) Michelle At 10:05 AM +0200 9/25/07, Thomas Westin wrote: >very nice design! > >I'm using Joomla CMS too > >/thomas > > >24 sep 2007 kl. 05.06 skrev Ioo: > >>Hello all. >> >>So after a lot of heads down work I am pleased to share with you >>that AbleGamers.com has been redesigned for the ground up. Go take >>a look please, and if you want, sign up and use the site. >> >>http://www.ablegamers.com >> >>Some things worth pointing out >>- We have added groups, you can now create and manage a group, it >>is like a SIG, only with a different name. >>- Added the AbleGamers Blog, now members of the site can post an >>entry, link to their own blog, and more. >>- Some forum changes, a few more places for no one to talk in. >> >>So please go and take a moment to check it out, and if you feel >>like it, you are welcome to join the site (costs nothing) and >>participate. >> >>Also, I want to make sure that I have links for anything that users >>should find, so if you want a link to a site, send me a message >>ioo at ablegamers.com and I will get your link up. >> >>Thanks guys! >>_______________________________________________ >>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 foreversublime at hotmail.com Tue Sep 25 14:15:14 2007 From: foreversublime at hotmail.com (Matthias Troup) Date: Tue, 25 Sep 2007 14:15:14 -0400 Subject: [games_access] AbleGamers.com Design + GDC 08 In-Reply-To: References: <46F729BC.1010009@ablegamers.com> <63CEF107-ADFD-4016-9509-EEB9C29A2D1B@pininteractive.com> Message-ID: Hi all, I'm new to the mailing list and would like to say "hello". I remember meeting a couple of you (Reid and Sander) at last year's GDC, but probably met many more. Reid - you were showing me your Doom3[CC] mod when the press crew asked if you'd volunteer to be filmed using the Quad-controller. I'm in San Francisco, so I'll definitely be at GDC08 (In fact, I think it was just yesterday I dropped you an email about that, Michelle). I'd love to see you guys there again, and share some things I've been inspired to work on (and, uhhhhh... getting those things done, too!) You know how it goes... last minute scrambles and brain fog. All the best to all, -Matt> Date: Tue, 25 Sep 2007 12:17:24 -0500> To: games_access at igda.org> From: hinn at uiuc.edu> Subject: [games_access] AbleGamers.com Design + GDC 08> > Mark is going to be joining in on the SIG web team so that we can > make sure that all our individual and collective resources are linked > to one another for the best coverage possible. Cooool!> > Mark is going to be able to join us at GDC as well (and serve as our > reporter on the scene with a press pass -- the only rule, Mark, is > that you cannot film anyone while they are eating...looooong story > but we've been through some weird stuff that we never could have > predicted in the past! hehe.). So this is exciting!> > If anyone is planning to attend GDC 08 (www.gdconf.com) and you are > pretty sure I don't already know about it or you haven't heard from > me in a month about it and haven't been able to join us in the past, > please let me know as soon as possible. The proposals are due Oct 1 > and I want to make sure that we get everyone who wants to be involved > involved! I'm used to the last minute scramble so no worries -- just > let me know.> > Basically I know that Richard, Reid, Thomas, Mark, Eitan, Eelke, > Robert, Dimitris, Kevin, Barrie (if it ends up being an ok time to > head to the states) are going. And I'm 99.9% sure I have left someone > out of that list because I'm not looking at my notes, which are at > home. So if you aren't on the list and you know that you should be, > please don't be mad...you should all know that I get brain fog here > and there (is that a real term? it should be!) -- just let me know! :)> > Michelle> > At 10:05 AM +0200 9/25/07, Thomas Westin wrote:> >very nice design!> >> >I'm using Joomla CMS too> >> >/thomas> >> >> >24 sep 2007 kl. 05.06 skrev Ioo:> >> >>Hello all.> >>> >>So after a lot of heads down work I am pleased to share with you > >>that AbleGamers.com has been redesigned for the ground up. Go take > >>a look please, and if you want, sign up and use the site.> >>> >>http://www.ablegamers.com> >>> >>Some things worth pointing out> >>- We have added groups, you can now create and manage a group, it > >>is like a SIG, only with a different name.> >>- Added the AbleGamers Blog, now members of the site can post an > >>entry, link to their own blog, and more.> >>- Some forum changes, a few more places for no one to talk in.> >>> >>So please go and take a moment to check it out, and if you feel > >>like it, you are welcome to join the site (costs nothing) and > >>participate.> >>> >>Also, I want to make sure that I have links for anything that users > >>should find, so if you want a link to a site, send me a message > >>ioo at ablegamers.com and I will get your link up.> >>> >>Thanks guys!> >>_______________________________________________> >>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 _________________________________________________________________ Capture your memories in an online journal! http://www.reallivemoms.com?ocid=TXT_TAGHM&loc=us -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Tue Sep 25 15:36:45 2007 From: richard at audiogames.net (AudioGames.net) Date: Tue, 25 Sep 2007 21:36:45 +0200 Subject: [games_access] AbleGamers.com Design + GDC 08 References: <46F729BC.1010009@ablegamers.com><63CEF107-ADFD-4016-9509-EEB9C29A2D1B@pininteractive.com> Message-ID: <009701c7ffab$693f38f0$6402a8c0@Delletje> Hey Michelle, Did you by any chance already put in a similar proposal to the one we did at AGDC for this year? Greets, Richard ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, September 25, 2007 7:17 PM Subject: [games_access] AbleGamers.com Design + GDC 08 > Mark is going to be joining in on the SIG web team so that we can make > sure that all our individual and collective resources are linked to one > another for the best coverage possible. Cooool! > > Mark is going to be able to join us at GDC as well (and serve as our > reporter on the scene with a press pass -- the only rule, Mark, is that > you cannot film anyone while they are eating...looooong story but we've > been through some weird stuff that we never could have predicted in the > past! hehe.). So this is exciting! > > If anyone is planning to attend GDC 08 (www.gdconf.com) and you are pretty > sure I don't already know about it or you haven't heard from me in a month > about it and haven't been able to join us in the past, please let me know > as soon as possible. The proposals are due Oct 1 and I want to make sure > that we get everyone who wants to be involved involved! I'm used to the > last minute scramble so no worries -- just let me know. > > Basically I know that Richard, Reid, Thomas, Mark, Eitan, Eelke, Robert, > Dimitris, Kevin, Barrie (if it ends up being an ok time to head to the > states) are going. And I'm 99.9% sure I have left someone out of that list > because I'm not looking at my notes, which are at home. So if you aren't > on the list and you know that you should be, please don't be mad...you > should all know that I get brain fog here and there (is that a real term? > it should be!) -- just let me know! :) > > Michelle > > At 10:05 AM +0200 9/25/07, Thomas Westin wrote: >>very nice design! >> >>I'm using Joomla CMS too >> >>/thomas >> >> >>24 sep 2007 kl. 05.06 skrev Ioo: >> >>>Hello all. >>> >>>So after a lot of heads down work I am pleased to share with you that >>>AbleGamers.com has been redesigned for the ground up. Go take a look >>>please, and if you want, sign up and use the site. >>> >>>http://www.ablegamers.com >>> >>>Some things worth pointing out >>>- We have added groups, you can now create and manage a group, it is like >>>a SIG, only with a different name. >>>- Added the AbleGamers Blog, now members of the site can post an entry, >>>link to their own blog, and more. >>>- Some forum changes, a few more places for no one to talk in. >>> >>>So please go and take a moment to check it out, and if you feel like it, >>>you are welcome to join the site (costs nothing) and participate. >>> >>>Also, I want to make sure that I have links for anything that users >>>should find, so if you want a link to a site, send me a message >>>ioo at ablegamers.com and I will get your link up. >>> >>>Thanks guys! >>>_______________________________________________ >>>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 Tue Sep 25 16:28:39 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 25 Sep 2007 22:28:39 +0200 Subject: [games_access] GDC 2008 SIG proposal Message-ID: hello I and Eelke have come up with this draft for our proposal http://www.igda.org/wiki/Game_Designers_Creative_Toolbox any comments and feedback welcome Kind regards, Thomas and Eelke __________________________________ Thomas Westin VD/CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.com +46 (0)706 400 402 Skype: thomaswestin -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Tue Sep 25 21:22:10 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 25 Sep 2007 20:22:10 -0500 Subject: [games_access] SIG Meetings This Wednesday (Sept 26) In-Reply-To: References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> <836db6300709161700w74bf543rafdd6ec637257ab7@mail.gmail.com> Message-ID: Just a reminder! Sorry I'm running behind on stuff -- my class load this semester is crazy, my kidney's won't get well, my brother's doing some weird dramatic drives across the country (looooong story there)...so I'm barely keeping up! But we're good -- we might barely be keeping up but we ARE keeping up! :) So...here's your meeting reminder! Hi All, Yes we have a TON to discuss and the clock is ticking! And brain fog me didn't post the notes but I will now from last week. On Wednesday, September 26, 2007, lets meet at 1pm (NYC time) with a second chance meeting at 8pm (NYT time) Check out http://www.timeanddate.com/worldclock/fixedform.html to find your local time. We'll see how these new times work out -- regardless please try to make one or the other on the Wednesday so we can hear from everyone possible. As usual we'll meet on MSN. If you haven't attended before, add me (vrgrrl at hotmail.com -- not a working email address, btw) and then a few minutes before the meeting time I'll look for you and add you to the meeting room. If you are running late and don't think I've seen you, just send me an IM and I'll add you in a flash! See you then! Michelle -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Tue Sep 25 21:27:19 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 25 Sep 2007 20:27:19 -0500 Subject: [games_access] AbleGamers.com Design + GDC 08 In-Reply-To: <009701c7ffab$693f38f0$6402a8c0@Delletje> References: <46F729BC.1010009@ablegamers.com><63CEF107-ADFD-4016-9509-EEB9C29A2D1B@pin interactive.com> <009701c7ffab$693f38f0$6402a8c0@Delletje> Message-ID: Yes -- that's in my pile of submissions. I just got my super secret logon from the ever-cool Meggan, our CMP patron saint for all things GDC! She just got back from TGS, which -- of course -- was fabulous. No word yet about DiGRA and that whole mess. It seems that it was mostly the US folks that got left out of the loop then there was a big mix up with proposals (many went missing, never to be found again). Anyway...Meggan's our CMP/GDC Queen of All Things Possible is back (yay! just in time!) so by tomorrow I'll know the news about our booth (how big, etc) -- btw...to answer other questions the booth will replace the Accessibility Arcade sessions so we don't kill ourselves setting up and can also reach more people given even those with the cheapest passes can get in to see the expo. Win-Win! She'll also be helping with me the big SIG pile o' submissions. So rest easy -- do your best and I'll upload past proposals to the wiki and/or email them to those who have asked for them to look at. I'm a really good last minute proposal editor to make sure they have the EXCITEMENT that the proposals need to SCREAM!!!! Because it really is EXCITING!!!!! :) Michelle >Hey Michelle, > >Did you by any chance already put in a similar proposal to the one >we did at AGDC for this year? > >Greets, > >Richard > > > >----- Original Message ----- From: "d. michelle hinn" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Tuesday, September 25, 2007 7:17 PM >Subject: [games_access] AbleGamers.com Design + GDC 08 > >>Mark is going to be joining in on the SIG web team so that we can >>make sure that all our individual and collective resources are >>linked to one another for the best coverage possible. Cooool! >> >>Mark is going to be able to join us at GDC as well (and serve as >>our reporter on the scene with a press pass -- the only rule, Mark, >>is that you cannot film anyone while they are eating...looooong >>story but we've been through some weird stuff that we never could >>have predicted in the past! hehe.). So this is exciting! >> >>If anyone is planning to attend GDC 08 (www.gdconf.com) and you are >>pretty sure I don't already know about it or you haven't heard from >>me in a month about it and haven't been able to join us in the >>past, please let me know as soon as possible. The proposals are due >>Oct 1 and I want to make sure that we get everyone who wants to be >>involved involved! I'm used to the last minute scramble so no >>worries -- just let me know. >> >>Basically I know that Richard, Reid, Thomas, Mark, Eitan, Eelke, >>Robert, Dimitris, Kevin, Barrie (if it ends up being an ok time to >>head to the states) are going. And I'm 99.9% sure I have left >>someone out of that list because I'm not looking at my notes, which >>are at home. So if you aren't on the list and you know that you >>should be, please don't be mad...you should all know that I get >>brain fog here and there (is that a real term? it should be!) -- >>just let me know! :) >> >>Michelle >> >>At 10:05 AM +0200 9/25/07, Thomas Westin wrote: >>>very nice design! >>> >>>I'm using Joomla CMS too >>> >>>/thomas >>> >>> >>>24 sep 2007 kl. 05.06 skrev Ioo: >>> >>>>Hello all. >>>> >>>>So after a lot of heads down work I am pleased to share with you >>>>that AbleGamers.com has been redesigned for the ground up. Go >>>>take a look please, and if you want, sign up and use the site. >>>> >>>>http://www.ablegamers.com >>>> >>>>Some things worth pointing out >>>>- We have added groups, you can now create and manage a group, it >>>>is like a SIG, only with a different name. >>>>- Added the AbleGamers Blog, now members of the site can post an >>>>entry, link to their own blog, and more. >>>>- Some forum changes, a few more places for no one to talk in. >>>> >>>>So please go and take a moment to check it out, and if you feel >>>>like it, you are welcome to join the site (costs nothing) and >>>>participate. >>>> >>>>Also, I want to make sure that I have links for anything that >>>>users should find, so if you want a link to a site, send me a >>>>message ioo at ablegamers.com and I will get your link up. >>>> >>>>Thanks guys! >>>>_______________________________________________ >>>>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 Wed Sep 26 03:14:43 2007 From: richard at audiogames.net (AudioGames.net) Date: Wed, 26 Sep 2007 09:14:43 +0200 Subject: [games_access] AbleGamers.com Design + GDC 08 References: <46F729BC.1010009@ablegamers.com><63CEF107-ADFD-4016-9509-EEB9C29A2D1B@pininteractive.com> <009701c7ffab$693f38f0$6402a8c0@Delletje> Message-ID: <006f01c8000c$e9bc2bd0$6402a8c0@Delletje> Great work, thanks! (ps: any news about the cheque?) ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, September 26, 2007 3:27 AM Subject: Re: [games_access] AbleGamers.com Design + GDC 08 > Yes -- that's in my pile of submissions. I just got my super secret > logon from the ever-cool Meggan, our CMP patron saint for all things > GDC! She just got back from TGS, which -- of course -- was fabulous. > No word yet about DiGRA and that whole mess. It seems that it was > mostly the US folks that got left out of the loop then there was a > big mix up with proposals (many went missing, never to be found > again). > > Anyway...Meggan's our CMP/GDC Queen of All Things Possible is back > (yay! just in time!) so by tomorrow I'll know the news about our > booth (how big, etc) -- btw...to answer other questions the booth > will replace the Accessibility Arcade sessions so we don't kill > ourselves setting up and can also reach more people given even those > with the cheapest passes can get in to see the expo. Win-Win! > > She'll also be helping with me the big SIG pile o' submissions. So > rest easy -- do your best and I'll upload past proposals to the wiki > and/or email them to those who have asked for them to look at. I'm a > really good last minute proposal editor to make sure they have the > EXCITEMENT that the proposals need to SCREAM!!!! Because it really is > EXCITING!!!!! :) > > Michelle > >>Hey Michelle, >> >>Did you by any chance already put in a similar proposal to the one >>we did at AGDC for this year? >> >>Greets, >> >>Richard >> >> >> >>----- Original Message ----- From: "d. michelle hinn" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Tuesday, September 25, 2007 7:17 PM >>Subject: [games_access] AbleGamers.com Design + GDC 08 >> >>>Mark is going to be joining in on the SIG web team so that we can >>>make sure that all our individual and collective resources are >>>linked to one another for the best coverage possible. Cooool! >>> >>>Mark is going to be able to join us at GDC as well (and serve as >>>our reporter on the scene with a press pass -- the only rule, Mark, >>>is that you cannot film anyone while they are eating...looooong >>>story but we've been through some weird stuff that we never could >>>have predicted in the past! hehe.). So this is exciting! >>> >>>If anyone is planning to attend GDC 08 (www.gdconf.com) and you are >>>pretty sure I don't already know about it or you haven't heard from >>>me in a month about it and haven't been able to join us in the >>>past, please let me know as soon as possible. The proposals are due >>>Oct 1 and I want to make sure that we get everyone who wants to be >>>involved involved! I'm used to the last minute scramble so no >>>worries -- just let me know. >>> >>>Basically I know that Richard, Reid, Thomas, Mark, Eitan, Eelke, >>>Robert, Dimitris, Kevin, Barrie (if it ends up being an ok time to >>>head to the states) are going. And I'm 99.9% sure I have left >>>someone out of that list because I'm not looking at my notes, which >>>are at home. So if you aren't on the list and you know that you >>>should be, please don't be mad...you should all know that I get >>>brain fog here and there (is that a real term? it should be!) -- >>>just let me know! :) >>> >>>Michelle >>> >>>At 10:05 AM +0200 9/25/07, Thomas Westin wrote: >>>>very nice design! >>>> >>>>I'm using Joomla CMS too >>>> >>>>/thomas >>>> >>>> >>>>24 sep 2007 kl. 05.06 skrev Ioo: >>>> >>>>>Hello all. >>>>> >>>>>So after a lot of heads down work I am pleased to share with you >>>>>that AbleGamers.com has been redesigned for the ground up. Go >>>>>take a look please, and if you want, sign up and use the site. >>>>> >>>>>http://www.ablegamers.com >>>>> >>>>>Some things worth pointing out >>>>>- We have added groups, you can now create and manage a group, it >>>>>is like a SIG, only with a different name. >>>>>- Added the AbleGamers Blog, now members of the site can post an >>>>>entry, link to their own blog, and more. >>>>>- Some forum changes, a few more places for no one to talk in. >>>>> >>>>>So please go and take a moment to check it out, and if you feel >>>>>like it, you are welcome to join the site (costs nothing) and >>>>>participate. >>>>> >>>>>Also, I want to make sure that I have links for anything that >>>>>users should find, so if you want a link to a site, send me a >>>>>message ioo at ablegamers.com and I will get your link up. >>>>> >>>>>Thanks guys! >>>>>_______________________________________________ >>>>>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 From thomas at pininteractive.com Wed Sep 26 13:16:29 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Wed, 26 Sep 2007 19:16:29 +0200 Subject: [games_access] no meeting? Message-ID: wasn't a meeting planned at 1 pm NYC time today Wednesday 26? I can't attend the 8 pm meeting, it's 2 am here /thomas From hinn at uiuc.edu Wed Sep 26 15:11:36 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 26 Sep 2007 14:11:36 -0500 Subject: [games_access] SIG Meetings This Wednesday (Sept 26) In-Reply-To: References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> <836db6300709161700w74bf543rafdd6ec637257ab7@mail.gmail.com> Message-ID: Hi everyone -- obviously I didn't make it this morning. The kidney crap is causing me problems so I went to get IV antibiotics in the middle of the night and I'm just now back home. I'll be there this evening (at least I'm planning to be...) and anything that didn't get discussed this morning (I'm hoping that everyone went ahead and talked about some of their proposals) we can discuss tonight and via email. Anyway I'm now on oral antibiotics yet again and then we'll see what's happening and why I keep going septic. Catching up on email now... Michelle >Just a reminder! Sorry I'm running behind on stuff -- my class load >this semester is crazy, my kidney's won't get well, my brother's >doing some weird dramatic drives across the country (looooong story >there)...so I'm barely keeping up! But we're good -- we might barely >be keeping up but we ARE keeping up! :) > >So...here's your meeting reminder! > >Hi All, > >Yes we have a TON to discuss and the clock is ticking! And brain fog >me didn't post the notes but I will now from last week. > >On Wednesday, September 26, 2007, lets meet at 1pm (NYC time) with a >second chance meeting at 8pm (NYT time) > >Check out http://www.timeanddate.com/worldclock/fixedform.html to >find your local time. We'll see how these new times work out -- >regardless please try to make one or the other on the Wednesday so >we can hear from everyone possible. > >As usual we'll meet on MSN. If you haven't attended before, add me >(vrgrrl at hotmail.com -- not a working email address, btw) and then a >few minutes before the meeting time I'll look for you and add you to >the meeting room. If you are running late and don't think I've seen >you, just send me an IM and I'll add you in a flash! > >See you then! >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 hinn at uiuc.edu Wed Sep 26 17:20:10 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 26 Sep 2007 16:20:10 -0500 Subject: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) In-Reply-To: References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> <836db6300709161700w74bf543rafdd6ec637257ab7@mail.gmail.com> Message-ID: Hi again, I just told this to a fair number of people but I need to reschedule tonight's meeting and since I missed the earlier one too and am not sure anyone but Thomas made it, I'd like to try again for Friday. I'm dealing with side effects from the antibiotic I'm on now so I'm not sure if I'm better or worse off gauging by the way I feel at the moment. Yeah, Friday is not great, especially the evening meeting time (this is a better time for many of us in the US and the early morning time summer experiment was pretty much a disaster...the Friday part just isn't good) but I'm not sure what else to do right now and I'm supposed to teach all day tomorrow. I'll be reading email and trying to reply as fast as I can so if you have sent me something or are wanting to, please do. I'll be working on these all weekend so if you are involved in the GDC stuff, try and read your email a few times over the weekend! So here's the deal for Friday: Yes we have a TON to discuss and the clock is ticking -- October 1st is Monday and that's when the GDC time clock is up. On Friday, September 28, 2007, lets meet at 1pm (NYC time) with a second chance meeting at 8pm (NYT time) Check out http://www.timeanddate.com/worldclock/fixedform.html to find your local time. We'll see how these new times work out -- regardless please try to make one or the other on the Wednesday so we can hear from everyone possible. As usual we'll meet on MSN. If you haven't attended before, add me (vrgrrl at hotmail.com -- not a working email address, btw) and then a few minutes before the meeting time I'll look for you and add you to the meeting room. If you are running late and don't think I've seen you, just send me an IM and I'll add you in a flash! Michelle >Hi everyone -- obviously I didn't make it this morning. The kidney >crap is causing me problems so I went to get IV antibiotics in the >middle of the night and I'm just now back home. I'll be there this >evening (at least I'm planning to be...) and anything that didn't >get discussed this morning (I'm hoping that everyone went ahead and >talked about some of their proposals) we can discuss tonight and via >email. > >Anyway I'm now on oral antibiotics yet again and then we'll see >what's happening and why I keep going septic. Catching up on email >now... > >Michelle > >>Just a reminder! Sorry I'm running behind on stuff -- my class load >>this semester is crazy, my kidney's won't get well, my brother's >>doing some weird dramatic drives across the country (looooong story >>there)...so I'm barely keeping up! But we're good -- we might >>barely be keeping up but we ARE keeping up! :) >> >>So...here's your meeting reminder! >> >>Hi All, >> >>Yes we have a TON to discuss and the clock is ticking! And brain >>fog me didn't post the notes but I will now from last week. >> >>On Wednesday, September 26, 2007, lets meet at 1pm (NYC time) with >>a second chance meeting at 8pm (NYT time) >> >>Check out http://www.timeanddate.com/worldclock/fixedform.html to >>find your local time. We'll see how these new times work out -- >>regardless please try to make one or the other on the Wednesday so >>we can hear from everyone possible. >> >>As usual we'll meet on MSN. If you haven't attended before, add me >>(vrgrrl at hotmail.com -- not a working email address, btw) and then a >>few minutes before the meeting time I'll look for you and add you >>to the meeting room. If you are running late and don't think I've >>seen you, just send me an IM and I'll add you in a flash! >> >>See you then! >>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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Wed Sep 26 19:57:54 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Wed, 26 Sep 2007 19:57:54 -0400 Subject: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIykmSoA References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch><836db6300709161700w74bf543rafdd6ec637257ab7@mail.gmail.com> AAAAADBf8GSYa4xDlD4sBa5lcIykmSoA Message-ID: <004501c80099$10122500$6501a8c0@Inspiron> Thanks for the update. Stay strong and now that sounds funny the if you need a break in a guest take on October 1 is near can someone else do this stuff if you can't? Robert _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Wednesday, September 26, 2007 5:20 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) Importance: High Hi again, I just told this to a fair number of people but I need to reschedule tonight's meeting and since I missed the earlier one too and am not sure anyone but Thomas made it, I'd like to try again for Friday. I'm dealing with side effects from the antibiotic I'm on now so I'm not sure if I'm better or worse off gauging by the way I feel at the moment. Yeah, Friday is not great, especially the evening meeting time (this is a better time for many of us in the US and the early morning time summer experiment was pretty much a disaster...the Friday part just isn't good) but I'm not sure what else to do right now and I'm supposed to teach all day tomorrow. I'll be reading email and trying to reply as fast as I can so if you have sent me something or are wanting to, please do. I'll be working on these all weekend so if you are involved in the GDC stuff, try and read your email a few times over the weekend! So here's the deal for Friday: Yes we have a TON to discuss and the clock is ticking -- October 1st is Monday and that's when the GDC time clock is up. On Friday, September 28, 2007, lets meet at 1pm (NYC time) with a second chance meeting at 8pm (NYT time) Check out http://www.timeanddate.com/worldclock/fixedform.html to find your local time. We'll see how these new times work out -- regardless please try to make one or the other on the Wednesday so we can hear from everyone possible. As usual we'll meet on MSN. If you haven't attended before, add me (vrgrrl at hotmail.com -- not a working email address, btw) and then a few minutes before the meeting time I'll look for you and add you to the meeting room. If you are running late and don't think I've seen you, just send me an IM and I'll add you in a flash! Michelle Hi everyone -- obviously I didn't make it this morning. The kidney crap is causing me problems so I went to get IV antibiotics in the middle of the night and I'm just now back home. I'll be there this evening (at least I'm planning to be...) and anything that didn't get discussed this morning (I'm hoping that everyone went ahead and talked about some of their proposals) we can discuss tonight and via email. Anyway I'm now on oral antibiotics yet again and then we'll see what's happening and why I keep going septic. Catching up on email now... Michelle Just a reminder! Sorry I'm running behind on stuff -- my class load this semester is crazy, my kidney's won't get well, my brother's doing some weird dramatic drives across the country (looooong story there)...so I'm barely keeping up! But we're good -- we might barely be keeping up but we ARE keeping up! :) So...here's your meeting reminder! Hi All, Yes we have a TON to discuss and the clock is ticking! And brain fog me didn't post the notes but I will now from last week. On Wednesday, September 26, 2007, lets meet at 1pm (NYC time) with a second chance meeting at 8pm (NYT time) Check out http://www.timeanddate.com/worldclock/fixedform.html to find your local time. We'll see how these new times work out -- regardless please try to make one or the other on the Wednesday so we can hear from everyone possible. As usual we'll meet on MSN. If you haven't attended before, add me (vrgrrl at hotmail.com -- not a working email address, btw) and then a few minutes before the meeting time I'll look for you and add you to the meeting room. If you are running late and don't think I've seen you, just send me an IM and I'll add you in a flash! See you then! 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Wed Sep 26 21:33:46 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 26 Sep 2007 20:33:46 -0500 Subject: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) In-Reply-To: <004501c80099$10122500$6501a8c0@Inspiron> References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch><836db6300709161700w74bf543rafdd 6ec637257ab7@mail.gmail.com> AAAAADBf8GSYa4xDlD4sBa5lcIykmSoA <004501c80099$10122500$6501a8c0@Inspiron> Message-ID: Back home with compazine for nausea...yeesch. What I'll do is put in a few submissions every day until they are all in and I'll start with ones that I've put in before like the Austin proposal. That way nothing is left to the last minute (or later late minute) -- I'm also letting CMP know that I'm sick, as they might be ok with anything that might be a day or half a day late as long as they know now why it might be late. They are pretty reasonable so I can't see us having a problem either way. Worst case, I'll cc: everyone in the loop with them if I am worse off tomorrow. Jason at IGDA can probably help as well if we need it -- I don't think we will but it's best to play things safe! For those in the US and/or familiar with the Lifetime TV Network for Women...my students suggested that I had enough drama for at least 5 seasons worth of a show on their network. Lol. Michelle >Thanks for the update. Stay strong and now that sounds funny the if >you need a break in a guest take on October 1 is near can someone >else do this stuff if you can't? > >Robert > > >From: games_access-bounces at igda.org >[mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn >Sent: Wednesday, September 26, 2007 5:20 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) >Importance: High > >Hi again, > >I just told this to a fair number of people but I need to reschedule >tonight's meeting and since I missed the earlier one too and am not >sure anyone but Thomas made it, I'd like to try again for Friday. >I'm dealing with side effects from the antibiotic I'm on now so I'm >not sure if I'm better or worse off gauging by the way I feel at the >moment. > >Yeah, Friday is not great, especially the evening meeting time (this >is a better time for many of us in the US and the early morning time >summer experiment was pretty much a disaster...the Friday part just >isn't good) but I'm not sure what else to do right now and I'm >supposed to teach all day tomorrow. > >I'll be reading email and trying to reply as fast as I can so if you >have sent me something or are wanting to, please do. I'll be working >on these all weekend so if you are involved in the GDC stuff, try >and read your email a few times over the weekend! > >So here's the deal for Friday: > >Yes we have a TON to discuss and the clock is ticking -- October 1st >is Monday and that's when the GDC time clock is up. > >On Friday, September 28, 2007, lets meet at 1pm (NYC time) with a >second chance meeting at 8pm (NYT time) > >Check out http://www.timeanddate.com/worldclock/fixedform.html to >find your local time. We'll see how these new times work out -- >regardless please try to make one or the other on the Wednesday so >we can hear from everyone possible. > >As usual we'll meet on MSN. If you haven't attended before, add me >(vrgrrl at hotmail.com -- not a working email address, btw) and then a >few minutes before the meeting time I'll look for you and add you to >the meeting room. If you are running late and don't think I've seen >you, just send me an IM and I'll add you in a flash! > >Michelle > > >>Hi everyone -- obviously I didn't make it this morning. The kidney >>crap is causing me problems so I went to get IV antibiotics in the >>middle of the night and I'm just now back home. I'll be there this >>evening (at least I'm planning to be...) and anything that didn't >>get discussed this morning (I'm hoping that everyone went ahead and >>talked about some of their proposals) we can discuss tonight and >>via email. >> >> >> >>Anyway I'm now on oral antibiotics yet again and then we'll see >>what's happening and why I keep going septic. Catching up on email >>now... >> >> >> >>Michelle >> >> >> >>Just a reminder! Sorry I'm running behind on stuff -- my class load >>this semester is crazy, my kidney's won't get well, my brother's >>doing some weird dramatic drives across the country (looooong story >>there)...so I'm barely keeping up! But we're good -- we might >>barely be keeping up but we ARE keeping up! :) >> >>> >>> >>>So...here's your meeting reminder! >>> >>> >>> >>>Hi All, >>> >>> >>> >>>Yes we have a TON to discuss and the clock is ticking! And brain >>>fog me didn't post the notes but I will now from last week. >>> >>> >>> >>>On Wednesday, September 26, 2007, lets meet at 1pm (NYC time) with >>>a second chance meeting at 8pm (NYT time) >>> >>> >>> >>>Check out http://www.timeanddate.com/worldclock/fixedform.html to >>>find your local time. We'll see how these new times work out -- >>>regardless please try to make one or the other on the Wednesday so >>>we can hear from everyone possible. >>> >>> >>> >>>As usual we'll meet on MSN. If you haven't attended before, add me >>>(vrgrrl at hotmail.com -- not a working email address, btw) and then >>>a few minutes before the meeting time I'll look for you and add >>>you to the meeting room. If you are running late and don't think >>>I've seen you, just send me an IM and I'll add you in a flash! >>> >>> >>> >>>See you then! >>> >>>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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From eelke.folmer at gmail.com Thu Sep 27 02:42:35 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 26 Sep 2007 23:42:35 -0700 Subject: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) In-Reply-To: References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> <004501c80099$10122500$6501a8c0@Inspiron> Message-ID: <836db6300709262342r1468d3e8o75c7a59acc24de7c@mail.gmail.com> hi Michelle, Could you send us an example proposal you put in last year for GDC so we have an idea how such a proposal is written? e.g. does it need to be very formal or is a "loose" style like we have on the wiki now acceptable? Cheers eelke On 9/26/07, d. michelle hinn wrote: > > > Back home with compazine for nausea...yeesch. What I'll do is put in a few > submissions every day until they are all in and I'll start with ones that > I've put in before like the Austin proposal. That way nothing is left to the > last minute (or later late minute) -- I'm also letting CMP know that I'm > sick, as they might be ok with anything that might be a day or half a day > late as long as they know now why it might be late. They are pretty > reasonable so I can't see us having a problem either way. Worst case, I'll > cc: everyone in the loop with them if I am worse off tomorrow. Jason at IGDA > can probably help as well if we need it -- I don't think we will but it's > best to play things safe! > > > For those in the US and/or familiar with the Lifetime TV Network for > Women...my students suggested that I had enough drama for at least 5 seasons > worth of a show on their network. Lol. > > > Michelle > > > > Thanks for the update. Stay strong and now that sounds funny the if you > need a break in a guest take on October 1 is near can someone else do this > stuff if you can't? > > Robert > > ________________________________ > > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > On Behalf Of d. michelle hinn > Sent: Wednesday, September 26, 2007 5:20 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) > Importance: High > > Hi again, > > I just told this to a fair number of people but I need to reschedule > tonight's meeting and since I missed the earlier one too and am not sure > anyone but Thomas made it, I'd like to try again for Friday. I'm dealing > with side effects from the antibiotic I'm on now so I'm not sure if I'm > better or worse off gauging by the way I feel at the moment. > > Yeah, Friday is not great, especially the evening meeting time (this is a > better time for many of us in the US and the early morning time summer > experiment was pretty much a disaster...the Friday part just isn't good) but > I'm not sure what else to do right now and I'm supposed to teach all day > tomorrow. > > I'll be reading email and trying to reply as fast as I can so if you have > sent me something or are wanting to, please do. I'll be working on these all > weekend so if you are involved in the GDC stuff, try and read your email a > few times over the weekend! > > So here's the deal for Friday: > > Yes we have a TON to discuss and the clock is ticking -- October 1st is > Monday and that's when the GDC time clock is up. > > On Friday, September 28, 2007, lets meet at 1pm (NYC time) with a second > chance meeting at 8pm (NYT time) > > Check out > http://www.timeanddate.com/worldclock/fixedform.html > to find your local time. We'll see how these new times work out -- > regardless please try to make one or the other on the Wednesday so we can > hear from everyone possible. > > As usual we'll meet on MSN. If you haven't attended before, add me > (vrgrrl at hotmail.com -- not a working email address, btw) and then a few > minutes before the meeting time I'll look for you and add you to the meeting > room. If you are running late and don't think I've seen you, just send me an > IM and I'll add you in a flash! > > Michelle > > > Hi everyone -- obviously I didn't make it this morning. The kidney crap is > causing me problems so I went to get IV antibiotics in the middle of the > night and I'm just now back home. I'll be there this evening (at least I'm > planning to be...) and anything that didn't get discussed this morning (I'm > hoping that everyone went ahead and talked about some of their proposals) we > can discuss tonight and via email. > > > > Anyway I'm now on oral antibiotics yet again and then we'll see what's > happening and why I keep going septic. Catching up on email now... > > > > Michelle > > > > > Just a reminder! Sorry I'm running behind on stuff -- my class load this > semester is crazy, my kidney's won't get well, my brother's doing some weird > dramatic drives across the country (looooong story there)...so I'm barely > keeping up! But we're good -- we might barely be keeping up but we ARE > keeping up! :) > > > > > So...here's your meeting reminder! > > > > Hi All, > > > > Yes we have a TON to discuss and the clock is ticking! And brain fog me > didn't post the notes but I will now from last week. > > > > On Wednesday, September 26, 2007, lets meet at 1pm (NYC time) with a second > chance meeting at 8pm (NYT time) > > > > Check out > http://www.timeanddate.com/worldclock/fixedform.html > to find your local time. We'll see how these new times work out -- > regardless please try to make one or the other on the Wednesday so we can > hear from everyone possible. > > > > As usual we'll meet on MSN. If you haven't attended before, add me > (vrgrrl at hotmail.com -- not a working email address, btw) and then a few > minutes before the meeting time I'll look for you and add you to the meeting > room. If you are running late and don't think I've seen you, just send me an > IM and I'll add you in a flash! > > > > See you then! > > 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 CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From richard at audiogames.net Thu Sep 27 03:20:24 2007 From: richard at audiogames.net (AudioGames.net) Date: Thu, 27 Sep 2007 09:20:24 +0200 Subject: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch><836db6300709161700w74bf543rafdd6ec637257ab7@mail.gmail.com>AAAAADBf8GSYa4xDlD4sBa5lcIykmSoA<004501c80099$10122500$6501a8c0@Inspiron> Message-ID: <00d601c800d6$dfb03e90$6402a8c0@Delletje> Re: [games_access] SIG Meetings RESCHEDULED for Friday (Se*quote* "For those in the US and/or familiar with the Lifetime TV Network for Women...my students suggested that I had enough drama for at least 5 seasons worth of a show on their network. Lol." *quote end* Whahahahaaaa!!!!..... we-eelll..... why not have a try at it? ;) Although they probably NEED to film you while you're eating! ----- Original Message ----- From: d. michelle hinn To: IGDA Games Accessibility SIG Mailing List Sent: Thursday, September 27, 2007 3:33 AM Subject: Re: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) Back home with compazine for nausea...yeesch. What I'll do is put in a few submissions every day until they are all in and I'll start with ones that I've put in before like the Austin proposal. That way nothing is left to the last minute (or later late minute) -- I'm also letting CMP know that I'm sick, as they might be ok with anything that might be a day or half a day late as long as they know now why it might be late. They are pretty reasonable so I can't see us having a problem either way. Worst case, I'll cc: everyone in the loop with them if I am worse off tomorrow. Jason at IGDA can probably help as well if we need it -- I don't think we will but it's best to play things safe! For those in the US and/or familiar with the Lifetime TV Network for Women...my students suggested that I had enough drama for at least 5 seasons worth of a show on their network. Lol. Michelle Thanks for the update. Stay strong and now that sounds funny the if you need a break in a guest take on October 1 is near can someone else do this stuff if you can't? Robert ---------------------------------------------------------------------------- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Wednesday, September 26, 2007 5:20 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) Importance: High Hi again, I just told this to a fair number of people but I need to reschedule tonight's meeting and since I missed the earlier one too and am not sure anyone but Thomas made it, I'd like to try again for Friday. I'm dealing with side effects from the antibiotic I'm on now so I'm not sure if I'm better or worse off gauging by the way I feel at the moment. Yeah, Friday is not great, especially the evening meeting time (this is a better time for many of us in the US and the early morning time summer experiment was pretty much a disaster...the Friday part just isn't good) but I'm not sure what else to do right now and I'm supposed to teach all day tomorrow. I'll be reading email and trying to reply as fast as I can so if you have sent me something or are wanting to, please do. I'll be working on these all weekend so if you are involved in the GDC stuff, try and read your email a few times over the weekend! So here's the deal for Friday: Yes we have a TON to discuss and the clock is ticking -- October 1st is Monday and that's when the GDC time clock is up. On Friday, September 28, 2007, lets meet at 1pm (NYC time) with a second chance meeting at 8pm (NYT time) Check out http://www.timeanddate.com/worldclock/fixedform.html to find your local time. We'll see how these new times work out -- regardless please try to make one or the other on the Wednesday so we can hear from everyone possible. As usual we'll meet on MSN. If you haven't attended before, add me (vrgrrl at hotmail.com -- not a working email address, btw) and then a few minutes before the meeting time I'll look for you and add you to the meeting room. If you are running late and don't think I've seen you, just send me an IM and I'll add you in a flash! Michelle Hi everyone -- obviously I didn't make it this morning. The kidney crap is causing me problems so I went to get IV antibiotics in the middle of the night and I'm just now back home. I'll be there this evening (at least I'm planning to be...) and anything that didn't get discussed this morning (I'm hoping that everyone went ahead and talked about some of their proposals) we can discuss tonight and via email. Anyway I'm now on oral antibiotics yet again and then we'll see what's happening and why I keep going septic. Catching up on email now... Michelle Just a reminder! Sorry I'm running behind on stuff -- my class load this semester is crazy, my kidney's won't get well, my brother's doing some weird dramatic drives across the country (looooong story there)...so I'm barely keeping up! But we're good -- we might barely be keeping up but we ARE keeping up! :) So...here's your meeting reminder! Hi All, Yes we have a TON to discuss and the clock is ticking! And brain fog me didn't post the notes but I will now from last week. On Wednesday, September 26, 2007, lets meet at 1pm (NYC time) with a second chance meeting at 8pm (NYT time) Check out http://www.timeanddate.com/worldclock/fixedform.html to find your local time. We'll see how these new times work out -- regardless please try to make one or the other on the Wednesday so we can hear from everyone possible. As usual we'll meet on MSN. If you haven't attended before, add me (vrgrrl at hotmail.com -- not a working email address, btw) and then a few minutes before the meeting time I'll look for you and add you to the meeting room. If you are running late and don't think I've seen you, just send me an IM and I'll add you in a flash! See you then! 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Thu Sep 27 13:11:52 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 27 Sep 2007 12:11:52 -0500 Subject: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) In-Reply-To: <836db6300709262342r1468d3e8o75c7a59acc24de7c@mail.gmail.com> References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> <004501c80099$10122500$6501a8c0@Inspiron> <836db6300709262342r1468d3e8o75c7a59acc24de7c@mail.gmail.com> Message-ID: Hey Eelke, No, it definitely does not need to be formal -- in fact, that (being too formal) has been frequently been the problem in the past. So here's one that was exactly the proposal (without details like mailing addresses, etc): http://www.igda.org/wiki/GDC_2006_Roundtable So the way I've been guided has been to make it sound like an ad -- basically it is. GDC is not an academic conference so we get to throw out all the academic jargon. But in it's place we have to make it sound interesting to attend with a solid take away message so that attendees can report back to their company what it is that they learned from going to GDC. Another thing that forces us into a "marketing style" is the character count as you might have noticed. I was used to seeing 2000-5000 WORD counts for just a tiny bit of the proposal from academic conferences until GDC. Now we have 50 to 2000 CHARACTER counts -- so be really careful with words and combine phrasing whenever possible. This is always the part that has me pulling out my hair as I'm constantly consulting the thesaurus in word... You'll also notice that there's repetition across the sections -- that's because some of that is the "ad" for the program and then the rest is slight elaboration for the selection committee. Michelle >hi Michelle, > >Could you send us an example proposal you put in last year for GDC so >we have an idea how such a proposal is written? e.g. does it need to >be very formal or is a "loose" style like we have on the wiki now >acceptable? > >Cheers eelke > > >On 9/26/07, d. michelle hinn wrote: >> >> >> Back home with compazine for nausea...yeesch. What I'll do is put in a few >> submissions every day until they are all in and I'll start with ones that >> I've put in before like the Austin proposal. That way nothing is left to the >> last minute (or later late minute) -- I'm also letting CMP know that I'm >> sick, as they might be ok with anything that might be a day or half a day >> late as long as they know now why it might be late. They are pretty >> reasonable so I can't see us having a problem either way. Worst case, I'll >> cc: everyone in the loop with them if I am worse off tomorrow. Jason at IGDA >> can probably help as well if we need it -- I don't think we will but it's >> best to play things safe! >> >> >> For those in the US and/or familiar with the Lifetime TV Network for >> Women...my students suggested that I had enough drama for at least 5 seasons >> worth of a show on their network. Lol. >> >> >> Michelle >> >> >> >> Thanks for the update. Stay strong and now that sounds funny the if you >> need a break in a guest take on October 1 is near can someone else do this >> stuff if you can't? >> >> Robert >> >> ________________________________ >> >> From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >> On Behalf Of d. michelle hinn >> Sent: Wednesday, September 26, 2007 5:20 PM >> To: IGDA Games Accessibility SIG Mailing List >> Subject: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) >> Importance: High >> >> Hi again, >> >> I just told this to a fair number of people but I need to reschedule >> tonight's meeting and since I missed the earlier one too and am not sure >> anyone but Thomas made it, I'd like to try again for Friday. I'm dealing >> with side effects from the antibiotic I'm on now so I'm not sure if I'm >> better or worse off gauging by the way I feel at the moment. >> >> Yeah, Friday is not great, especially the evening meeting time (this is a >> better time for many of us in the US and the early morning time summer >> experiment was pretty much a disaster...the Friday part just isn't good) but >> I'm not sure what else to do right now and I'm supposed to teach all day >> tomorrow. >> >> I'll be reading email and trying to reply as fast as I can so if you have >> sent me something or are wanting to, please do. I'll be working on these all > > weekend so if you are involved in the GDC stuff, try and read your email a >> few times over the weekend! >> >> So here's the deal for Friday: >> >> Yes we have a TON to discuss and the clock is ticking -- October 1st is >> Monday and that's when the GDC time clock is up. >> >> On Friday, September 28, 2007, lets meet at 1pm (NYC time) with a second >> chance meeting at 8pm (NYT time) >> >> Check out >> http://www.timeanddate.com/worldclock/fixedform.html >> to find your local time. We'll see how these new times work out -- >> regardless please try to make one or the other on the Wednesday so we can >> hear from everyone possible. >> >> As usual we'll meet on MSN. If you haven't attended before, add me >> (vrgrrl at hotmail.com -- not a working email address, btw) and then a few >> minutes before the meeting time I'll look for you and add you to the meeting >> room. If you are running late and don't think I've seen you, just send me an >> IM and I'll add you in a flash! >> >> Michelle >> >> >> Hi everyone -- obviously I didn't make it this morning. The kidney crap is >> causing me problems so I went to get IV antibiotics in the middle of the >> night and I'm just now back home. I'll be there this evening (at least I'm >> planning to be...) and anything that didn't get discussed this morning (I'm >> hoping that everyone went ahead and talked about some of their proposals) we >> can discuss tonight and via email. >> >> >> >> Anyway I'm now on oral antibiotics yet again and then we'll see what's >> happening and why I keep going septic. Catching up on email now... >> >> >> >> Michelle >> >> >> >> >> Just a reminder! Sorry I'm running behind on stuff -- my class load this >> semester is crazy, my kidney's won't get well, my brother's doing some weird >> dramatic drives across the country (looooong story there)...so I'm barely >> keeping up! But we're good -- we might barely be keeping up but we ARE >> keeping up! :) >> >> >> >> >> So...here's your meeting reminder! >> >> >> >> Hi All, >> >> >> >> Yes we have a TON to discuss and the clock is ticking! And brain fog me >> didn't post the notes but I will now from last week. >> >> >> >> On Wednesday, September 26, 2007, lets meet at 1pm (NYC time) with a second >> chance meeting at 8pm (NYT time) >> >> >> >> Check out >> http://www.timeanddate.com/worldclock/fixedform.html >> to find your local time. We'll see how these new times work out -- >> regardless please try to make one or the other on the Wednesday so we can >> hear from everyone possible. >> >> >> >> As usual we'll meet on MSN. If you haven't attended before, add me >> (vrgrrl at hotmail.com -- not a working email address, btw) and then a few >> minutes before the meeting time I'll look for you and add you to the meeting >> room. If you are running late and don't think I've seen you, just send me an >> IM and I'll add you in a flash! >> >> >> >> See you then! >> >> 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 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 thomas at pininteractive.com Thu Sep 27 19:14:43 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Fri, 28 Sep 2007 01:14:43 +0200 Subject: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) In-Reply-To: References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch><836db6300709161700w74bf543rafdd6ec637257ab7@mail.gmail.com> Message-ID: <6A85FBD3-CE1B-41D4-BEBB-713738F45499@pininteractive.com> OK with me /thomas 26 sep 2007 kl. 23.20 skrev d. michelle hinn: > On Friday, September 28, 2007, lets meet at 1pm (NYC time -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Fri Sep 28 13:18:59 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 28 Sep 2007 12:18:59 -0500 Subject: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) In-Reply-To: <6A85FBD3-CE1B-41D4-BEBB-713738F45499@pininteractive.com> References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch><836db6300709161700w74bf543rafdd 6ec637257ab7@mail.gmail.com> <6A85FBD3-CE1B-41D4-BEBB-713738F45499@pininteractive.com> Message-ID: Meeting going on now on MSN if anyone can make it -- 1pm NYC time! Eelke, Thomas, and Reid -- I have a lot of feedback for your proposals so I'll email that to you at some point today. Michelle >OK with me >/thomas > >26 sep 2007 kl. 23.20 skrev d. michelle hinn: > >>On Friday, September 28, 2007, lets meet at 1pm (NYC time >> > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From eelke.folmer at gmail.com Fri Sep 28 14:33:51 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Fri, 28 Sep 2007 11:33:51 -0700 Subject: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) In-Reply-To: References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> <6A85FBD3-CE1B-41D4-BEBB-713738F45499@pininteractive.com> Message-ID: <836db6300709281133q68e31d0dya20f31f6f28a835a@mail.gmail.com> Hi michelle, I'm sorry i couldn't make it. I had a meeting with bally at 10. thanks for your feedback, you can mail us or just put it at the bottom of each proposal on the wiki. cheers Eelke On 9/28/07, d. michelle hinn wrote: > Meeting going on now on MSN if anyone can make it -- 1pm NYC time! > > Eelke, Thomas, and Reid -- I have a lot of feedback for your > proposals so I'll email that to you at some point today. > > Michelle > > >OK with me > >/thomas > > > >26 sep 2007 kl. 23.20 skrev d. michelle hinn: > > > >>On Friday, September 28, 2007, lets meet at 1pm (NYC time > >> > > > > > >_______________________________________________ > >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 richard at audiogames.net Fri Sep 28 16:34:27 2007 From: richard at audiogames.net (AudioGames.net) Date: Fri, 28 Sep 2007 22:34:27 +0200 Subject: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch><836db6300709161700w74bf543rafdd6ec637257ab7@mail.gmail.com><6A85FBD3-CE1B-41D4-BEBB-713738F45499@pininteractive.com> Message-ID: <003b01c8020e$f7351cf0$6402a8c0@Delletje> Sorry, I got caught in traffic. What did I miss? ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Friday, September 28, 2007 7:18 PM Subject: Re: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) > Meeting going on now on MSN if anyone can make it -- 1pm NYC time! > > Eelke, Thomas, and Reid -- I have a lot of feedback for your > proposals so I'll email that to you at some point today. > > Michelle > >>OK with me >>/thomas >> >>26 sep 2007 kl. 23.20 skrev d. michelle hinn: >> >>>On Friday, September 28, 2007, lets meet at 1pm (NYC time >>> >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Fri Sep 28 19:56:27 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 28 Sep 2007 18:56:27 -0500 Subject: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) In-Reply-To: <003b01c8020e$f7351cf0$6402a8c0@Delletje> References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch><836db6300709161700w74bf543rafdd 6ec637257ab7@mail.gmail.com><6A85FBD3-CE1B-41D4-BEBB-713738F45499@ pininteractive.com> <003b01c8020e$f7351cf0$6402a8c0@Delletje> Message-ID: Hi all, I'm having trouble getting on any messenger services (MSN, Skype, AIM, etc...) and my cell phone seems to be temporarily toast. Given how few people could make the earlier meeting today, I'm thinking that the one in 15 minutes isn't going to be popular (Friday eve -- Sat morn for those in Europe). I could be wrong though! Anyway, if you are logged on for the meeting, please look for one another and/or wait for me until, say, 8:10 or 8:15 (NYC Time). If I am still not online by then and you need to get a hold of me, please email me -- I'll keep this open while I keep trying to connect. If you are trying to get a hold of me by cell, let me know and I'll call you back as soon as I can. Eitan I know you are in line! :) Also -- if you are in on the GDC proposal mess :) -- please email me with your name, affiliation(s), mailing address, phone, email, etc so that I can put it in the proposal submission database. Eelke/Reid/Thomas -- I'll put the comments on the wiki and I'll email you, Reid, and Thomas when they are up. Thomas and I discussed earlier that I was going to put my name on the proposals last as "discussant" so that we make sure we have a name to sub out as needed for a pass. If you have questions about this, please let me know. I told Thomas that I would turn in any/all proposals as desired. He was ok with that plan for the one he's working on with you, Eelke, but I want to make sure you are ok with that and that you and Reid are ok with that plan for the [cc] proposal. The above paragraph plus talk of the curriculum proposal and FuturePlay were the main topics that Kevin, Thomas, and I discussed at the earlier meeting. Michelle >Sorry, I got caught in traffic. What did I miss? > > >----- Original Message ----- From: "d. michelle hinn" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Friday, September 28, 2007 7:18 PM >Subject: Re: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) > >>Meeting going on now on MSN if anyone can make it -- 1pm NYC time! >> >>Eelke, Thomas, and Reid -- I have a lot of feedback for your >>proposals so I'll email that to you at some point today. >> >>Michelle >> >>>OK with me >>>/thomas >>> >>>26 sep 2007 kl. 23.20 skrev d. michelle hinn: >>> >>>>On Friday, September 28, 2007, lets meet at 1pm (NYC time >>>> >>> >>> >>>_______________________________________________ >>>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 Sep 28 21:03:12 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Fri, 28 Sep 2007 18:03:12 -0700 Subject: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) In-Reply-To: References: <168101c7f7e4$5cbddf60$0202a8c0@oneswitch> <003b01c8020e$f7351cf0$6402a8c0@Delletje> Message-ID: <836db6300709281803m1f0b6921p9e6107ffbae60e3f@mail.gmail.com> Hi, > Eelke/Reid/Thomas -- I'll put the comments on the wiki and I'll email > you, Reid, and Thomas when they are up. Thomas and I discussed > earlier that I was going to put my name on the proposals last as > "discussant" so that we make sure we have a name to sub out as needed > for a pass. That's a great idea! > If you have questions about this, please let me know. I > told Thomas that I would turn in any/all proposals as desired. He was > ok with that plan for the one he's working on with you, Eelke, but I > want to make sure you are ok with that and that you and Reid are ok > with that plan for the [cc] proposal. Sure no problem. The more of us we can get to GDC the better. cheers Eelke > The above paragraph plus talk of the curriculum proposal and > FuturePlay were the main topics that Kevin, Thomas, and I discussed > at the earlier meeting. > > Michelle > > >Sorry, I got caught in traffic. What did I miss? > > > > > >----- Original Message ----- From: "d. michelle hinn" > >To: "IGDA Games Accessibility SIG Mailing List" > >Sent: Friday, September 28, 2007 7:18 PM > >Subject: Re: [games_access] SIG Meetings RESCHEDULED for Friday (Sept 28) > > > >>Meeting going on now on MSN if anyone can make it -- 1pm NYC time! > >> > >>Eelke, Thomas, and Reid -- I have a lot of feedback for your > >>proposals so I'll email that to you at some point today. > >> > >>Michelle > >> > >>>OK with me > >>>/thomas > >>> > >>>26 sep 2007 kl. 23.20 skrev d. michelle hinn: > >>> > >>>>On Friday, September 28, 2007, lets meet at 1pm (NYC time > >>>> > >>> > >>> > >>>_______________________________________________ > >>>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 CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From barrie.ellis at oneswitch.org.uk Sat Sep 29 09:05:56 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 29 Sep 2007 14:05:56 +0100 Subject: [games_access] GDC 2008 SIG proposal References: Message-ID: <257101c80299$793a60e0$0202a8c0@oneswitch> Short and sweetly: Looks very good to me. Barrie ----- Original Message ----- From: Thomas Westin To: IGDA Games Accessibility SIG Mailing List Sent: Tuesday, September 25, 2007 9:28 PM Subject: [games_access] GDC 2008 SIG proposal hello I and Eelke have come up with this draft for our proposal http://www.igda.org/wiki/Game_Designers_Creative_Toolbox any comments and feedback welcome Kind regards, Thomas and Eelke __________________________________ Thomas Westin VD/CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.com +46 (0)706 400 402 Skype: thomaswestin ------------------------------------------------------------------------------ _______________________________________________ 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 Sat Sep 29 09:32:40 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 29 Sep 2007 14:32:40 +0100 Subject: [games_access] Alternative Controllers Message-ID: <000601c8029d$35850450$0202a8c0@oneswitch> http://www.arcadeflyers.com/index.php?page=flyer&db=videodb&id=3427&image=1 I don't think I have ever seen anything like this in my life! Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From ioo at ablegamers.com Sat Sep 29 09:58:25 2007 From: ioo at ablegamers.com (Ioo) Date: Sat, 29 Sep 2007 09:58:25 -0400 Subject: [games_access] Alternative Controllers In-Reply-To: <000601c8029d$35850450$0202a8c0@oneswitch> References: <000601c8029d$35850450$0202a8c0@oneswitch> Message-ID: <46FE5A01.6020903@ablegamers.com> Oh my! Somewhere, someone has a lot of anger they want to get out! Barrie Ellis wrote: > http://www.arcadeflyers.com/index.php?page=flyer&db=videodb&id=3427&image=1 > > > I don't think I have ever seen anything like this in my life! > > Barrie > www.OneSwitch.org.uk > > ------------------------------------------------------------------------ > > _______________________________________________ > 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 Sep 29 10:35:56 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 29 Sep 2007 15:35:56 +0100 Subject: [games_access] CafePress shop for Accessible Gaming Gear and IGDA GASIG promotional items Message-ID: <002301c802a6$0c2fb920$0202a8c0@oneswitch> Hi all, I've just uploaded a basic CafePress shop for E for all exhibitors and future promotional work. It's here as: http://www.cafepress.com/oneswitch I'm hosting it as OneSwitch as I have to pay to keep the shop open. However, all items relating to IGDA GASIG - including the one and only design up at present or Richard's Ghosts and some text - are zero profit for me. Comments are welcome for future development. Barrie www.OneSwitch.org.uk www.igda.org/accessibility -------------- next part -------------- An HTML attachment was scrubbed... URL: From reid at rbkdesign.com Sat Sep 29 11:50:43 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Sat, 29 Sep 2007 08:50:43 -0700 Subject: [games_access] Alternative Controllers In-Reply-To: <46FE5A01.6020903@ablegamers.com> References: <000601c8029d$35850450$0202a8c0@oneswitch> <46FE5A01.6020903@ablegamers.com> Message-ID: Those Japanese. They have bars setup where you can go into a separate room and throw glass against a wall. I think I'd actually try that myself! On 9/29/07, Ioo wrote: > Oh my! Somewhere, someone has a lot of anger they want to get out! > > Barrie Ellis wrote: > > http://www.arcadeflyers.com/index.php?page=flyer&db=videodb&id=3427&image=1 > > > > > > I don't think I have ever seen anything like this in my life! > > > > 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 > From kjb at it.rit.edu Sat Sep 29 12:39:12 2007 From: kjb at it.rit.edu (Kevin J. Bierre) Date: Sat, 29 Sep 2007 12:39:12 -0400 Subject: [games_access] Alternative Controllers In-Reply-To: <000601c8029d$35850450$0202a8c0@oneswitch> References: <000601c8029d$35850450$0202a8c0@oneswitch> Message-ID: At least they put pants on it. I like the "Have a fun" slogan on the side of the game. IGDA Games Accessibility SIG Mailing List on Saturday, September 29, 2007 at 9:32 AM -0500 wrote: [ http://www.arcadeflyers.com/index.php?page=flyer&db=videodb&id=3427&image=1 ] >http://www.arcadeflyers.com/index.php?page=flyer&db=videodb&id=3427=1 > >I don't think I have ever seen anything like this in my life! > >Barrie >[ http://www.OneSwitch.org.uk ]www.OneSwitch.org.uk > _______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access Kevin Bierre, Associate Professor (kjb at it.rit.edu) Information Technology, Rochester Institute of Technology 585-475-5358 102 Lomb Memorial Drive Bldg 70-2637 Rochester, NY 14623 From hinn at uiuc.edu Sat Sep 29 17:54:25 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 29 Sep 2007 16:54:25 -0500 Subject: [games_access] CafePress shop for Accessible Gaming Gear and IGDA GASIG promotional items In-Reply-To: <002301c802a6$0c2fb920$0202a8c0@oneswitch> References: <002301c802a6$0c2fb920$0202a8c0@oneswitch> Message-ID: Thanks Barrie -- looks fine to me! So as you said in another email you are working on the final design for the shirt and then that will be uploaded so we can then order whatever we like -- is that how it works or do you have to do a special set up for each thing (ie, white tshirt, black t-shirt, women's fit tshirts, mugs, etc) and therefore we should request items? A friend told me that black t-shirts are a bit of a trick because you have to fiddle with the logo more to make it work on a black shirt -- so if that's the case we definitely don't have to have that. I think he said everything else was easy but I don't know if he said that each took a lot of set up or not as long as it had a white background. Michelle >Hi all, > >I've just uploaded a basic CafePress shop for E for all exhibitors >and future promotional work. > >It's here as: >http://www.cafepress.com/oneswitch > >I'm hosting it as OneSwitch as I have to pay to keep the shop open. > >However, all items relating to IGDA GASIG - including the one and >only design up at present or Richard's Ghosts and some text - are >zero profit for me. > >Comments are welcome for future development. > >Barrie >www.OneSwitch.org.uk >www.igda.org/accessibility > > > > >_______________________________________________ >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 eelke.folmer at gmail.com Sat Sep 29 18:20:20 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Sat, 29 Sep 2007 15:20:20 -0700 Subject: [games_access] GDC 2008 SIG proposal In-Reply-To: <257101c80299$793a60e0$0202a8c0@oneswitch> References: <257101c80299$793a60e0$0202a8c0@oneswitch> Message-ID: <836db6300709291520l48163a88xd8b0b98b71624fa4@mail.gmail.com> we have expanded it a bit more so if you want to take another look ;-) cheers Eelke On 9/29/07, Barrie Ellis wrote: > > > Short and sweetly: Looks very good to me. > > Barrie > > > ----- Original Message ----- > From: Thomas Westin > To: IGDA Games Accessibility SIG Mailing List > Sent: Tuesday, September 25, 2007 9:28 PM > Subject: [games_access] GDC 2008 SIG proposal > > > hello > > > I and Eelke have come up with this draft for our proposal > > > http://www.igda.org/wiki/Game_Designers_Creative_Toolbox > > > any comments and feedback welcome > > > Kind regards, > Thomas and Eelke > > > __________________________________ > Thomas Westin > VD/CEO > > > Pin Interactive AB > :: Digital Culture Analysis :: Tools :: Worlds > __________________________________ > Award Winning Developer > > > www.pininteractive.com > +46 (0)706 400 402 > Skype: thomaswestin > > > > > > ________________________________ > > > _______________________________________________ > 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 hinn at uiuc.edu Sat Sep 29 18:44:44 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 29 Sep 2007 17:44:44 -0500 Subject: [games_access] GDC 2008 SIG proposal In-Reply-To: <836db6300709291520l48163a88xd8b0b98b71624fa4@mail.gmail.com> References: <257101c80299$793a60e0$0202a8c0@oneswitch> <836db6300709291520l48163a88xd8b0b98b71624fa4@mail.gmail.com> Message-ID: How did you envision this talk? As a panel? A 20 minute or 60 minute talk? A roundtable? I'm thinking a 60 minute talk but I want to be sure that's what you were thinking too. :) We need to work on the title a bit -- it's a little vague. Basically we need something that says what the talk is about and/or is enticing enough to look up the abstract for when they are glancing through the title cards on display at GDC. Thomas had a good idea about emphasizing the "Jedi" bit -- maybe "Turning Gamers into Jedis: Designers Creative & Accessible Toolbox" -- or just accessible or just creative? Or maybe "Turning Gamers into Jedis: Creative and Accessible Design Tools"? Michelle (who is on 11th hour "GDC think" -- like "doublethink" but less scary...I think...I think again...ahhhhhh) >we have expanded it a bit more so if you want to take another look ;-) > >cheers Eelke > > >On 9/29/07, Barrie Ellis wrote: >> >> >> Short and sweetly: Looks very good to me. >> >> Barrie >> >> >> ----- Original Message ----- >> From: Thomas Westin >> To: IGDA Games Accessibility SIG Mailing List >> Sent: Tuesday, September 25, 2007 9:28 PM >> Subject: [games_access] GDC 2008 SIG proposal >> >> >> hello >> >> >> I and Eelke have come up with this draft for our proposal >> >> > > http://www.igda.org/wiki/Game_Designers_Creative_Toolbox >> >> >> any comments and feedback welcome >> >> >> Kind regards, >> Thomas and Eelke >> >> >> __________________________________ >> Thomas Westin >> VD/CEO >> >> >> Pin Interactive AB >> :: Digital Culture Analysis :: Tools :: Worlds >> __________________________________ >> Award Winning Developer >> >> >> www.pininteractive.com >> +46 (0)706 400 402 >> Skype: thomaswestin >> >> >> >> >> >> ________________________________ >> >> >> _______________________________________________ >> 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 From reid at rbkdesign.com Sat Sep 29 21:40:26 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Sat, 29 Sep 2007 18:40:26 -0700 Subject: [games_access] Business track proposal for CC in games updated Message-ID: Take a look at the link below and please provide feedback. http://www.igda.org/wiki/Selling_more_games_by_adding_CC Thanks, -Reid From agdev at thechases.com Sat Sep 29 22:03:56 2007 From: agdev at thechases.com (Tim Chase) Date: Sat, 29 Sep 2007 21:03:56 -0500 Subject: [games_access] Business track proposal for CC in games updated In-Reply-To: References: Message-ID: <46FF040C.5060105@thechases.com> > Take a look at the link below and please provide feedback. > > http://www.igda.org/wiki/Selling_more_games_by_adding_CC "Only four commercial games in the history of the industry have included closed captioning" This seems like an awfully small number. To a degree, Zork (and other interactive fictions) were all closed-captioned. The King's Quest/Space Quest/Leisure Suit Larry/etc family of games were all playable with no audio. Perhaps you're only considering certain types of games such as FPS's? Or a certain precise definition of "closed captioning"? I think to the avid gamer, this is going to sound like a bogus number unless clarified. "Those that cannot hear sounds benefit most directly, whether they are deaf, hard of hearing or persons with no hearing loss, but demonstrating their game in a noisy trade show environment" The phrasing here is a bit awkward, as it sounds like "persons with no hearing loss" "cannot hear sounds". I know what you're talking about, but rewording it might help make it clear to folks who haven't had the benefit of lurking on the SIG...something perhaps like "Those that cannot hear sounds benefit most directly whether they are deaf or hard-of-hearing, but even persons with no hearing loss can benefit in environments such as the floor of a noisy trade-show or on an airplane." (or other such examples such as playing at night and not wanting to wake the household) Otherwise, it looked good to me. It felt like you wrote the long abstract first and then tried to condense it down to the brief/concise abstracts, which weakened your good points (from the long version) by losing their context. Just my $0.02 (feel free to ignore ;) -tim From hinn at uiuc.edu Sat Sep 29 22:04:38 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 29 Sep 2007 21:04:38 -0500 Subject: [games_access] Business track proposal for CC in games updated In-Reply-To: References: Message-ID: I keep playing around with the idea of (sorry non-US peeps) "Making More $$ with [cc]" in the title. I like the $$/[cc] :) I haven't looked yet at this but a good idea would be to check the titles of the business track proposals on the GDC 07 site (www.gdconf.com -- just hit "skip intro" and you'll see links to GDC 07 stuff mixed in with the 08 proposal stuff). See how dry (or not) theirs tend to be. But now that I had my fun with the cute $$/[cc] thing...we have to make sure that they don't also see [cc] and think "carbon copy." I just showed this title to my boyfriend and he said that out of context he might not know we mean closed captioning versus a new version of C/C++. So I think we have to remember that things that we know to mean closed captioning, despite [cc] showing in tv guide (again, it's in context), might just be two "c" letters next to each other. So we may need a colon after the first part of the title like "More $$ with [cc]: Using Closed Captioning to Sell More Games"??? I know...it all gets super picky at the end. I think we're almost there though! M >Take a look at the link below and please provide feedback. > >http://www.igda.org/wiki/Selling_more_games_by_adding_CC > >Thanks, > >-Reid >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From reid at rbkdesign.com Sat Sep 29 22:16:00 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Sat, 29 Sep 2007 19:16:00 -0700 Subject: [games_access] Business track proposal for CC in games updated In-Reply-To: References: Message-ID: Thanks Barrie, I'm basing the number of games on a definition of closed captioning that includes sound effects and music. The old Sierra adventure games, as much as I love them, didn't caption sound effects or music. I agree the wording is awkward, I'll work on that. Michelle, I'll browse through the session titles. -Reid On 9/29/07, d. michelle hinn wrote: > I keep playing around with the idea of (sorry non-US peeps) "Making > More $$ with [cc]" in the title. I like the $$/[cc] :) > > I haven't looked yet at this but a good idea would be to check the > titles of the business track proposals on the GDC 07 site > (www.gdconf.com -- just hit "skip intro" and you'll see links to GDC > 07 stuff mixed in with the 08 proposal stuff). See how dry (or not) > theirs tend to be. > > But now that I had my fun with the cute $$/[cc] thing...we have to > make sure that they don't also see [cc] and think "carbon copy." I > just showed this title to my boyfriend and he said that out of > context he might not know we mean closed captioning versus a new > version of C/C++. So I think we have to remember that things that we > know to mean closed captioning, despite [cc] showing in tv guide > (again, it's in context), might just be two "c" letters next to each > other. So we may need a colon after the first part of the title like > "More $$ with [cc]: Using Closed Captioning to Sell More Games"??? > > I know...it all gets super picky at the end. I think we're almost there though! > > M > > >Take a look at the link below and please provide feedback. > > > >http://www.igda.org/wiki/Selling_more_games_by_adding_CC > > > >Thanks, > > > >-Reid > >_______________________________________________ > >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 Sat Sep 29 23:14:19 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 29 Sep 2007 22:14:19 -0500 Subject: [games_access] Business track proposal for CC in games updated In-Reply-To: References: Message-ID: So perhaps we can add in a quick sentence about how we aren't talking about subtitles but fully captioned games to help with the confusion about it? We've run into this confusion before so we should probably do our best to go back a step and explain what is in games versus what NEEDS to be in games to be [cc]. Michelle >Thanks Barrie, I'm basing the number of games on a definition of >closed captioning that includes sound effects and music. The old >Sierra adventure games, as much as I love them, didn't caption sound >effects or music. > >I agree the wording is awkward, I'll work on that. > >Michelle, I'll browse through the session titles. > >-Reid > >On 9/29/07, d. michelle hinn wrote: >> I keep playing around with the idea of (sorry non-US peeps) "Making >> More $$ with [cc]" in the title. I like the $$/[cc] :) >> >> I haven't looked yet at this but a good idea would be to check the >> titles of the business track proposals on the GDC 07 site >> (www.gdconf.com -- just hit "skip intro" and you'll see links to GDC >> 07 stuff mixed in with the 08 proposal stuff). See how dry (or not) >> theirs tend to be. >> >> But now that I had my fun with the cute $$/[cc] thing...we have to >> make sure that they don't also see [cc] and think "carbon copy." I >> just showed this title to my boyfriend and he said that out of >> context he might not know we mean closed captioning versus a new >> version of C/C++. So I think we have to remember that things that we >> know to mean closed captioning, despite [cc] showing in tv guide >> (again, it's in context), might just be two "c" letters next to each >> other. So we may need a colon after the first part of the title like >> "More $$ with [cc]: Using Closed Captioning to Sell More Games"??? >> >> I know...it all gets super picky at the end. I think we're almost >>there though! >> >> M >> >> >Take a look at the link below and please provide feedback. >> > >> >http://www.igda.org/wiki/Selling_more_games_by_adding_CC >> > >> >Thanks, >> > >> >-Reid >> >_______________________________________________ >> >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 hinn at uiuc.edu Sun Sep 30 00:34:59 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 29 Sep 2007 23:34:59 -0500 Subject: [games_access] GDC 2008 Guidelines In-Reply-To: References: Message-ID: Hi All, I should have sent this earlier but I wanted everyone to have a handy page with the proposal requirements on it (there are a few diffs this year but they aren't big): http://www.igda.org/wiki/All_Proposals I just put it up so hit refresh if you've been hanging out at the wiki water fountain in the last few hours! Michelle -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Sun Sep 30 07:10:40 2007 From: richard at audiogames.net (Richard) Date: Sun, 30 Sep 2007 13:10:40 +0200 Subject: [games_access] Alternative Controllers References: <000601c8029d$35850450$0202a8c0@oneswitch><46FE5A01.6020903@ablegamers.com> Message-ID: <008a01c80352$896be3d0$6401a8c0@MSHOME10> Hahahaha!!!!! ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, September 29, 2007 5:50 PM Subject: Re: [games_access] Alternative Controllers > Those Japanese. They have bars setup where you can go into a separate > room and throw glass against a wall. I think I'd actually try that > myself! > > On 9/29/07, Ioo wrote: >> Oh my! Somewhere, someone has a lot of anger they want to get out! >> >> Barrie Ellis wrote: >> > http://www.arcadeflyers.com/index.php?page=flyer&db=videodb&id=3427&image=1 >> > >> > >> > I don't think I have ever seen anything like this in my life! >> > >> > 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 >> > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sun Sep 30 07:17:27 2007 From: richard at audiogames.net (Richard) Date: Sun, 30 Sep 2007 13:17:27 +0200 Subject: [games_access] GDC 2008 SIG proposal References: <257101c80299$793a60e0$0202a8c0@oneswitch> Message-ID: <00e601c80353$7ba15a40$6401a8c0@MSHOME10> Looks good! ----- Original Message ----- From: Barrie Ellis To: IGDA Games Accessibility SIG Mailing List Sent: Saturday, September 29, 2007 3:05 PM Subject: Re: [games_access] GDC 2008 SIG proposal Short and sweetly: Looks very good to me. Barrie ----- Original Message ----- From: Thomas Westin To: IGDA Games Accessibility SIG Mailing List Sent: Tuesday, September 25, 2007 9:28 PM Subject: [games_access] GDC 2008 SIG proposal hello I and Eelke have come up with this draft for our proposal http://www.igda.org/wiki/Game_Designers_Creative_Toolbox any comments and feedback welcome Kind regards, Thomas and Eelke __________________________________ Thomas Westin VD/CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.com +46 (0)706 400 402 Skype: thomaswestin ---------------------------------------------------------------------------- _______________________________________________ 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 Sep 30 07:24:41 2007 From: richard at audiogames.net (Richard) Date: Sun, 30 Sep 2007 13:24:41 +0200 Subject: [games_access] GDC 2008 Guidelines References: Message-ID: <010101c80354$7e4e3550$6401a8c0@MSHOME10> GDC 2008 GuidelinesHi, So this far, we got three proposals for GDC08? Eelke/Thomas + Michelle/Richard + Reid/Eelke ? And the booth? Or are there more? I still got the Top 10 Key Points proposal thing (giving an overview/walkthrough of what game accessibility - in my opinion - constitutes of, what expertise is needed and what one could do now already >>> I emailed it to a select few about a year ago already - could send it it you again) that I could turn in before tomorrow if anyone is interested is partnering with me on that (Michelle/Thomas/Eelke/Reid/Dimitris?)? Btw... Dimitris, are you doing something this GDC or are you too busy with the EU proposals (like most of Europe it seems right now ;) !!!)? I'll try and get it online within a couple of hours and if someone want partner (and then wants the document of the 10 key points I'm referrring to), email me! Richard ----- Original Message ----- From: d. michelle hinn To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, September 30, 2007 6:34 AM Subject: [games_access] GDC 2008 Guidelines Hi All, I should have sent this earlier but I wanted everyone to have a handy page with the proposal requirements on it (there are a few diffs this year but they aren't big): http://www.igda.org/wiki/All_Proposals I just put it up so hit refresh if you've been hanging out at the wiki water fountain in the last few hours! 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 richard at audiogames.net Sun Sep 30 07:42:58 2007 From: richard at audiogames.net (Richard) Date: Sun, 30 Sep 2007 13:42:58 +0200 Subject: [games_access] GDC 2008 Guidelines References: <010101c80354$7e4e3550$6401a8c0@MSHOME10> Message-ID: <002b01c80357$0c8cc7d0$6401a8c0@MSHOME10> GDC 2008 GuidelinesOops... didn't see this one: http://www.igda.org/wiki/GASIG_GDC_San_Francisco_2008 . Forget my question ;) ----- Original Message ----- From: Richard To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, September 30, 2007 1:24 PM Subject: Re: [games_access] GDC 2008 Guidelines Hi, So this far, we got three proposals for GDC08? Eelke/Thomas + Michelle/Richard + Reid/Eelke ? And the booth? Or are there more? I still got the Top 10 Key Points proposal thing (giving an overview/walkthrough of what game accessibility - in my opinion - constitutes of, what expertise is needed and what one could do now already >>> I emailed it to a select few about a year ago already - could send it it you again) that I could turn in before tomorrow if anyone is interested is partnering with me on that (Michelle/Thomas/Eelke/Reid/Dimitris?)? Btw... Dimitris, are you doing something this GDC or are you too busy with the EU proposals (like most of Europe it seems right now ;) !!!)? I'll try and get it online within a couple of hours and if someone want partner (and then wants the document of the 10 key points I'm referrring to), email me! Richard ----- Original Message ----- From: d. michelle hinn To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, September 30, 2007 6:34 AM Subject: [games_access] GDC 2008 Guidelines Hi All, I should have sent this earlier but I wanted everyone to have a handy page with the proposal requirements on it (there are a few diffs this year but they aren't big): http://www.igda.org/wiki/All_Proposals I just put it up so hit refresh if you've been hanging out at the wiki water fountain in the last few hours! 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Sun Sep 30 07:45:25 2007 From: richard at audiogames.net (Richard) Date: Sun, 30 Sep 2007 13:45:25 +0200 Subject: [games_access] GDC 2008 Top 10 Key Points References: <010101c80354$7e4e3550$6401a8c0@MSHOME10> Message-ID: <003501c80357$641f4c70$6401a8c0@MSHOME10> GDC 2008 GuidelinesHi, See my previous emails too. I see that on http://www.igda.org/wiki/GASIG_GDC_San_Francisco_2008 there is an "Untitled Top 10 List Poster". Was this meant as a Top 10 List- "Poster Presentation" or as something else (like project "top ten list poster handouts" or something?) Adding my Top 10 Game Accessibility Key Points proposal now. Greets, Richard ----- Original Message ----- From: Richard To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, September 30, 2007 1:24 PM Subject: Re: [games_access] GDC 2008 Guidelines Hi, So this far, we got three proposals for GDC08? Eelke/Thomas + Michelle/Richard + Reid/Eelke ? And the booth? Or are there more? I still got the Top 10 Key Points proposal thing (giving an overview/walkthrough of what game accessibility - in my opinion - constitutes of, what expertise is needed and what one could do now already >>> I emailed it to a select few about a year ago already - could send it it you again) that I could turn in before tomorrow if anyone is interested is partnering with me on that (Michelle/Thomas/Eelke/Reid/Dimitris?)? Btw... Dimitris, are you doing something this GDC or are you too busy with the EU proposals (like most of Europe it seems right now ;) !!!)? I'll try and get it online within a couple of hours and if someone want partner (and then wants the document of the 10 key points I'm referrring to), email me! Richard ----- Original Message ----- From: d. michelle hinn To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, September 30, 2007 6:34 AM Subject: [games_access] GDC 2008 Guidelines Hi All, I should have sent this earlier but I wanted everyone to have a handy page with the proposal requirements on it (there are a few diffs this year but they aren't big): http://www.igda.org/wiki/All_Proposals I just put it up so hit refresh if you've been hanging out at the wiki water fountain in the last few hours! 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From glinert at MIT.EDU Sun Sep 30 11:58:31 2007 From: glinert at MIT.EDU (Eitan Glinert) Date: Sun, 30 Sep 2007 11:58:31 -0400 Subject: [games_access] GDC 2008 Guidelines In-Reply-To: <010101c80354$7e4e3550$6401a8c0@MSHOME10> References: <010101c80354$7e4e3550$6401a8c0@MSHOME10> Message-ID: <6.2.1.2.2.20070930113219.033eaeb0@po12.mit.edu> Hi Richard, I still can't edit the wiki, despite having set up my IGDA password and username. I have no idea why this is, but rather than waste any more time trying to figure this out, would you mind adding my accessibility talk please? Thanks! Everyone, I welcome feedback on the submission. Eitan At 07:24 AM 9/30/2007, Richard wrote: >Hi, > >So this far, we got three proposals for GDC08? Eelke/Thomas + >Michelle/Richard + Reid/Eelke ? And the booth? Or are there more? I still >got the Top 10 Key Points proposal thing (giving an overview/walkthrough >of what game accessibility - in my opinion - constitutes of, what >expertise is needed and what one could do now already >>> I emailed it to >a select few about a year ago already - could send it it you again) that I >could turn in before tomorrow if anyone is interested is partnering with >me on that (Michelle/Thomas/Eelke/Reid/Dimitris?)? Btw... Dimitris, are >you doing something this GDC or are you too busy with the EU proposals >(like most of Europe it seems right now ;) !!!)? > >I'll try and get it online within a couple of hours and if someone want >partner (and then wants the document of the 10 key points I'm referrring >to), email me! > >Richard > > >----- Original Message ----- >From: d. michelle hinn >To: IGDA Games Accessibility SIG Mailing List >Sent: Sunday, September 30, 2007 6:34 AM >Subject: [games_access] GDC 2008 Guidelines > >Hi All, > >I should have sent this earlier but I wanted everyone to have a handy page >with the proposal requirements on it (there are a few diffs this year but >they aren't big): > >http://www.igda.org/wiki/All_Proposals > >I just put it up so hit refresh if you've been hanging out at the wiki >water fountain in the last few hours! > >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 -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- Title: AudiOdyssey Postmortem - How to Make Accessible Games for Everyone Track, Format, Theme, Audience Level: Game Design - 1st, Vision - 2nd 60 Minute Lecture Technical Open to all experience levels Session Overview (50 words): AudiOdyssey is a downloadable prototype game designed to be usable by both sighted and non-sighted audiences. This session covers why industry should care about disabled gamers, how to make accessible games that are playable by everyone, and looks at what went right and wrong in AudiOdyssey's development. Concise Presentation Description (100 words): Despite the growing number and demographics of video game players, most games are still completely inaccessible to disabled populations. AudiOdyssey is a prototype video game designed to be usable by both sighted and non-sighted audiences. This session looks at what went right and what went wrong in AudiOdyssey's development, why industry should care about disabled gamers, and covers how to make games that are accessible yet still playable by mainstream audience. The talk includes a live demo of the game. Intended Audience and Prereqs (40 words): This talk is focused on design and intended for game designers, producers, students and academics. No experience is required. Session Takeaway (40 words): Title: AudiOdyssey Postmortem - How (and why!) to Make Accessible Games for Everyone Track, Format, Theme, Audience Level: Game Design - 1st, Vision - 2nd 60 Minute Lecture Technical Open to all experience levels Session Overview (50 words): AudiOdyssey is a downloadable prototype game designed to be usable by both sighted and non-sighted audiences. This session covers why industry should care about disabled gamers, how to make accessible games that are playable by everyone, and looks at what went right and wrong in AudiOdyssey's development. Concise Presentation Description (100 words): Despite the growing number and demographics of video game players, most games are still completely inaccessible to disabled populations. AudiOdyssey is a prototype video game designed to be usable by both sighted and non-sighted audiences. This session looks at what went right and what went wrong in AudiOdyssey's development, why industry should care about disabled gamers, and covers how to make games that are accessible yet still playable by mainstream audience. The talk includes a live demo of the game. Intended Audience and Prereqs (40 words): This talk is focused on design and intended for game designers, producers, students and academics. No experience is required. Session Takeaway (40 words): - It is possible to make games that are both accessible and still enjoyable to mainstream gamers - There are a large number of disabled people who want accessible games, and making them is potentially very profitable Extended abstract (500 words): A decade ago, gaming was the dominated by young men, with other demographics comprising an relatively small potion of the market. Over the past few years, though, there has been a large push to bring traditionally non-gaming groups into the fold, with concerted commercial efforts to make games for women, the elderly, and the very young. However, one group, the disabled, has 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 some disabilities - according to the 2000 US Census, 18.6% of citizens aged 16 to 64 suffer from some form of disability. 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. At the MIT GAMBIT games lab, we don?t buy that reasoning. Believing there is a huge demand for accessible games, we created AudiOdyssey, a prototype game that is accessible to the visually impaired. 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. The GDC presentation will be a lively discussion covering motivation for why such games should be created, how the research goals for the project were picked, and the experimental game development process. I'll review 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 early October), and conclude with a live demo of the game. I will leave time for a 15 minute Q + A session at the end of the talk. 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: Jim Parker, jparker at ucalgary.ca Recent CNN article on AudiOdyssey and GAMBIT: http://www.cnn.com/2007/BUSINESS/09/02/video.blind/ From thomas at pininteractive.com Sun Sep 30 15:12:50 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Sun, 30 Sep 2007 21:12:50 +0200 Subject: [games_access] GDC 2008 SIG proposal In-Reply-To: References: <257101c80299$793a60e0$0202a8c0@oneswitch><836db6300709291520l48163a88xd8b0b98b71624fa4@mail.gmail.com> Message-ID: <942AE21B-AAB5-4B29-A3BD-35A09F6005A1@pininteractive.com> Hi Michelle, > How did you envision this talk? As a panel? A 20 minute or 60 > minute talk? A roundtable? I'm thinking a 60 minute talk but I want > to be sure that's what you were thinking too. :) yes a 60 minute talk was what I had in mind, I _think_ that is what Eelke had in mind too; if he just had a Cyberlink so I could read his thoughts on this.... > > We need to work on the title a bit -- it's a little vague. > Basically we need something that says what the talk is about and/or > is enticing enough to look up the abstract for when they are > glancing through the title cards on display at GDC. Thomas had a > good idea about emphasizing the "Jedi" bit -- maybe "Turning Gamers > into Jedis: Designers Creative & Accessible Toolbox" -- or just > accessible or just creative? Or maybe "Turning Gamers into Jedis: > Creative and Accessible Design Tools"? I like this version "Turning Gamers into Jedis: Creative and Accessible Design Tools" -that way we get the advertisement potential from Jedis, and keep "accessible" into the title; but in this context people can read accessible as in "accessible for disabled" OR "accessible in general" OR both; which is a good thing - we leave that part open for interpretation based on the attendees' background. maybe we will get some more people from LucasArts than Reid attending this way too :) /thomas -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Sun Sep 30 15:26:25 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 30 Sep 2007 14:26:25 -0500 Subject: [games_access] GDC 2008 Guidelines In-Reply-To: <010101c80354$7e4e3550$6401a8c0@MSHOME10> References: <010101c80354$7e4e3550$6401a8c0@MSHOME10> Message-ID: Oh no...we have way more than that... http://www.igda.org/wiki/GASIG_GDC_San_Francisco_2008 I'm typing like mad to get these done. Note -- we will get many of these rejected. That's just the way it is with GDC and it's a crapshoot. After we turn them in I have to start politicking. The top design things I have as a poster since it got rejected last year even as a roundtable. But we have the poster and this is another opportunity to tell people about the booth. But you are talking about another proposal -- send it to me again if you don't mind so I don't have to dig around for it and we can see what we should do with it. I have Dimitris in on one or two things I'm writing just because I'm 99% sure he's going and I assumed he was buried with the EU stuff since we haven't heard from him (Dimitris? Are you out there? I hope this is ok!). Barrie -- I have you in there too in case we can get you over on our side of the pond! Michelle >Hi, > >So this far, we got three proposals for GDC08? Eelke/Thomas + >Michelle/Richard + Reid/Eelke ? And the booth? Or are there more? I >still got the Top 10 Key Points proposal thing (giving an >overview/walkthrough of what game accessibility - in my opinion >- constitutes of, what expertise is needed and what one could do now >already >>> I emailed it to a select few about a year ago already - >could send it it you again) that I could turn in before tomorrow if >anyone is interested is partnering with me on that >(Michelle/Thomas/Eelke/Reid/Dimitris?)? Btw... Dimitris, are you >doing something this GDC or are you too busy with the EU proposals >(like most of Europe it seems right now ;) !!!)? > >I'll try and get it online within a couple of hours and if someone >want partner (and then wants the document of the 10 key points I'm >referrring to), email me! > >Richard > > > >----- Original Message ----- >From: d. michelle hinn >To: IGDA Games Accessibility SIG Mailing List >Sent: Sunday, September 30, 2007 6:34 AM >Subject: [games_access] GDC 2008 Guidelines > >Hi All, > >I should have sent this earlier but I wanted everyone to have a >handy page with the proposal requirements on it (there are a few >diffs this year but they aren't big): > >http://www.igda.org/wiki/All_Proposals > >I just put it up so hit refresh if you've been hanging out at the >wiki water fountain in the last few hours! > >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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Sun Sep 30 15:30:34 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 30 Sep 2007 14:30:34 -0500 Subject: [games_access] GDC 2008 Guidelines In-Reply-To: <6.2.1.2.2.20070930113219.033eaeb0@po12.mit.edu> References: <010101c80354$7e4e3550$6401a8c0@MSHOME10> <6.2.1.2.2.20070930113219.033eaeb0@po12.mit.edu> Message-ID: Hi Eitan -- I tried returning your call a bit ago -- when you get a chance, give me another call. Yeah, the wiki...I don't know why some people are being denied access. I'll add your talk now. Michelle >Hi Richard, > >I still can't edit the wiki, despite having set up my IGDA password >and username. I have no idea why this is, but rather than waste any >more time trying to figure this out, would you mind adding my >accessibility talk please? Thanks! > >Everyone, I welcome feedback on the submission. > >Eitan > >At 07:24 AM 9/30/2007, Richard wrote: > >>Hi, >> >>So this far, we got three proposals for GDC08? Eelke/Thomas + >>Michelle/Richard + Reid/Eelke ? And the booth? Or are there more? I >>still got the Top 10 Key Points proposal thing (giving an >>overview/walkthrough of what game accessibility - in my opinion - >>constitutes of, what expertise is needed and what one could do now >>already >>> I emailed it to a select few about a year ago already - >>could send it it you again) that I could turn in before tomorrow if >>anyone is interested is partnering with me on that >>(Michelle/Thomas/Eelke/Reid/Dimitris?)? Btw... Dimitris, are you >>doing something this GDC or are you too busy with the EU proposals >>(like most of Europe it seems right now ;) !!!)? >> >>I'll try and get it online within a couple of hours and if someone >>want partner (and then wants the document of the 10 key points I'm >>referrring to), email me! >> >>Richard >> >> >> >> >>----- Original Message ----- >> >>From: d. michelle hinn >> >>To: IGDA Games Accessibility SIG Mailing List >> >>Sent: Sunday, September 30, 2007 6:34 AM >> >>Subject: [games_access] GDC 2008 Guidelines >> >> >>Hi All, >> >> >>I should have sent this earlier but I wanted everyone to have a >>handy page with the proposal requirements on it (there are a few >>diffs this year but they aren't big): >> >> >> >>http://www.igda.org/wiki/All_Proposals >> >> >>I just put it up so hit refresh if you've been hanging out at the >>wiki water fountain in the last few hours! >> >> >>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 >> > >Attachment converted: Macintosh HD:GDC AudiOdyssey submission.txt >(TEXT/ttxt) (0019560B) >_______________________________________________ >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 Sun Sep 30 15:33:09 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Sun, 30 Sep 2007 21:33:09 +0200 Subject: [games_access] GDC 2008 SIG proposal In-Reply-To: References: <257101c80299$793a60e0$0202a8c0@oneswitch><836db6300709291520l48163a88xd8b0b98b71624fa4@mail.gmail.com> Message-ID: <61694A48-99D1-427E-BDAC-F3C516EBC431@pininteractive.com> I read through the latest version on the wiki now, and only made a couple small language corrections, and one minor content change: - I changed the word "existing" to "common" on this line: "Interaction with a game is not limited to common controllers." Motivation: access tech is also existing, but not common (for most of the gamers) /Thomas 30 sep 2007 kl. 00.44 skrev d. michelle hinn: > How did you envision this talk? As a panel? A 20 minute or 60 > minute talk? A roundtable? I'm thinking a 60 minute talk but I want > to be sure that's what you were thinking too. :) > > We need to work on the title a bit -- it's a little vague. > Basically we need something that says what the talk is about and/or > is enticing enough to look up the abstract for when they are > glancing through the title cards on display at GDC. Thomas had a > good idea about emphasizing the "Jedi" bit -- maybe "Turning Gamers > into Jedis: Designers Creative & Accessible Toolbox" -- or just > accessible or just creative? Or maybe "Turning Gamers into Jedis: > Creative and Accessible Design Tools"? > > Michelle > (who is on 11th hour "GDC think" -- like "doublethink" but less > scary...I think...I think again...ahhhhhh) > >> we have expanded it a bit more so if you want to take another >> look ;-) >> >> cheers Eelke >> >> >> On 9/29/07, Barrie Ellis wrote: >>> >>> >>> Short and sweetly: Looks very good to me. >>> >>> Barrie >>> >>> >>> ----- Original Message ----- >>> From: Thomas Westin >>> To: IGDA Games Accessibility SIG Mailing List >>> Sent: Tuesday, September 25, 2007 9:28 PM >>> Subject: [games_access] GDC 2008 SIG proposal >>> >>> >>> hello >>> >>> >>> I and Eelke have come up with this draft for our proposal >>> >>> >> > http://www.igda.org/wiki/Game_Designers_Creative_Toolbox >>> >>> >>> any comments and feedback welcome >>> >>> >>> Kind regards, >>> Thomas and Eelke >>> >>> >>> __________________________________ >>> Thomas Westin >>> VD/CEO >>> >>> >>> Pin Interactive AB >>> :: Digital Culture Analysis :: Tools :: Worlds >>> __________________________________ >>> Award Winning Developer >>> >>> >>> www.pininteractive.com >>> +46 (0)706 400 402 >>> Skype: thomaswestin >>> >>> >>> >>> >>> >>> ________________________________ >>> >>> >>> _______________________________________________ >>> 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 From hinn at uiuc.edu Sun Sep 30 15:40:02 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 30 Sep 2007 14:40:02 -0500 Subject: [games_access] GDC 2008 SIG proposal In-Reply-To: <61694A48-99D1-427E-BDAC-F3C516EBC431@pininteractive.com> References: <257101c80299$793 a60e0$0202a8c0@oneswitch><836db6300709291520l48163a88xd8b0b98b71624fa4@mai l.gmail.com> <61694A48-99D1-427E-BDAC-F3C516EBC431@pininteractive.com> Message-ID: How about "mainstream"? >I read through the latest version on the wiki now, and only made a >couple small language corrections, and one minor content change: > >- I changed the word "existing" to "common" on this line: > >"Interaction with a game is not limited to common controllers." > >Motivation: access tech is also existing, but not common (for most >of the gamers) > >/Thomas > > >30 sep 2007 kl. 00.44 skrev d. michelle hinn: > >>How did you envision this talk? As a panel? A 20 minute or 60 >>minute talk? A roundtable? I'm thinking a 60 minute talk but I want >>to be sure that's what you were thinking too. :) >> >>We need to work on the title a bit -- it's a little vague. >>Basically we need something that says what the talk is about and/or >>is enticing enough to look up the abstract for when they are >>glancing through the title cards on display at GDC. Thomas had a >>good idea about emphasizing the "Jedi" bit -- maybe "Turning Gamers >>into Jedis: Designers Creative & Accessible Toolbox" -- or just >>accessible or just creative? Or maybe "Turning Gamers into Jedis: >>Creative and Accessible Design Tools"? >> >>Michelle >>(who is on 11th hour "GDC think" -- like "doublethink" but less >>scary...I think...I think again...ahhhhhh) >> >>>we have expanded it a bit more so if you want to take another look ;-) >>> >>>cheers Eelke >>> >>> >>>On 9/29/07, Barrie Ellis wrote: >>>> >>>> >>>> Short and sweetly: Looks very good to me. >>>> >>>> Barrie >>>> >>>> >>>> ----- Original Message ----- >>>> From: Thomas Westin >>>> To: IGDA Games Accessibility SIG Mailing List >>>> Sent: Tuesday, September 25, 2007 9:28 PM >>>> Subject: [games_access] GDC 2008 SIG proposal >>>> >>>> >>>> hello >>>> >>>> >>>> I and Eelke have come up with this draft for our proposal >>>> >>> > http://www.igda.org/wiki/Game_Designers_Creative_Toolbox >>>> >>>> >>>> any comments and feedback welcome >>>> >>>> >>>> Kind regards, >>>> Thomas and Eelke >>>> >>>> >>>> __________________________________ >>>> Thomas Westin >>>> VD/CEO >>>> >>>> >>>> Pin Interactive AB >>>> :: Digital Culture Analysis :: Tools :: Worlds >>>> __________________________________ >>>> Award Winning Developer >>>> >>>> >>>> www.pininteractive.com >>>> +46 (0)706 400 402 >>>> Skype: thomaswestin >>>> >>>> >>>> >>>> >>>> >>>> ________________________________ >>>> >>>> >>>> _______________________________________________ >>>> 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 > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Sun Sep 30 15:43:40 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Sun, 30 Sep 2007 21:43:40 +0200 Subject: [games_access] GDC 2008 SIG proposal In-Reply-To: References: <257101c80299$793a60e0$0202a8c0@oneswitch><836db6300709291520l48163a88xd8b0b98b71624fa4@mail.gmail.com> <61694A48-99D1-427E-BDAC-F3C516EBC431@pininteractive.com> Message-ID: yes good idea, I change it to that. /thomas 30 sep 2007 kl. 21.40 skrev d. michelle hinn: > How about "mainstream"? -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Sun Sep 30 15:55:42 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 30 Sep 2007 15:55:42 -0400 Subject: [games_access] pointer how to edit our wiki please In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwktCoA References: <257101c80299$793a60e0$0202a8c0@oneswitch><836db6300709291520l48163a88xd8b0b98b71624fa4@mail.gmail.com> <61694A48-99D1-427E-BDAC-F3C516EBC431@pininteractive.com> AAAAADBf8GSYa4xDlD4sBa5lcIwktCoA Message-ID: <010a01c8039b$e1df2150$6501a8c0@Inspiron> I was going to add a update new project page on our wiki but it looks a little confusing I left a message here but I'm not sure anyone responded. Is there a specific procedure for typing to create a separate page for project because I don't want to screw up a page can someone walked me through that please or else I'll just go ahead and post something because I'm not really sure how to do this? Thanks. All of the links that you guys are posting I guess it's an attachment it's not transferring to all the replied ones is there a way to see what the proposal looks like please? Who is being invited with the passes this year? Robert -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Sun Sep 30 16:05:41 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 30 Sep 2007 15:05:41 -0500 Subject: [games_access] GDC 2008 Guidelines In-Reply-To: References: <010101c80354$7e4e3550$6401a8c0@MSHOME10> <6.2.1.2.2.20070930113219.033eaeb0@po12.mit.edu> Message-ID: Ok...now that we are at the 11th hour for real...we have a wee bit of a train wreak with the proposals. We have a lot of overlap that I can see but can't show until I finish typing. Below are random issues and thoughts jammed into one email rather than 10. A huge issue is language -- we need to be STRONG. This doesn't mean rude. But we need to stop doubting ourselves. It's coming through a bit here and there. We know what we are talking about and people want to get takeaway info that they can turn around and present to their company. We need to stop suggesting. Really. We do. The thing with GDC is that it is not an academic conference AT ALL so we don't have to do the lack of strong language thing that academia prefers. Unless we are suggesting something totally sci-fi 100 years in the future, we need to say that "here's what's wrong" and "here's what to do." We need to say this works because we've been doing this for a REALLY long time and we know. WE are the EXPERTS. We have to believe in that. So we have a post-mort panel and a post-mort single session on one game in that panel. My worry is that they might see the overlap and knock the single session out in favor of the "more examples" approach with the panel. So we need to think this through a bit -- my suggestion is that we remove "post mort" from one of them. It doesn't matter to me which one. My gut is telling me to go with the panel and call Eitan's proposal something close but not the same. Thoughts? We also have a lot of work to be done on the titles -- I'll see what I can do now. We just have a lot of titles that sound the same but aren't. We have to make sure all the proposals look unique enough to help the advisory board justify several instead of "well, let's just take one of the talks because they look so alike." After I tinker a bit more, I'm going to start entering these into the system because once they are in I can still edit -- I just want to make sure I get through all the annoying parts of the submission process rather than cursing at them at 3am...I'd rather curse at content at 3am. :) Why am I putting my name on them all even if it's not my proposal? Because we're using my login info to tag them all as SIG proposals. This will make the politicking easier. That's all there is to it. All names associated with any proposal can be changed, swaped out, etc later. A side issue -- as much as it is feasible, I'd like to serve as the discussant/chair/whatever of every session we have so that I can present a 1-2 minute "this is what else is going on at GDC related to GA" and also to introduce the speakers. We had someone introduce Richard and I at Austin (we didn't know this beforehand) and I think it was really effective -- it kind of started things rolling in a less awkward fashion. After last year I think we can all agree that we need to push our own sessions much more strongly AT GDC (not to mention before...). We also need to push the booth so that would also be in that 1-2 minutes. Michelle From hinn at uiuc.edu Sun Sep 30 16:12:17 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 30 Sep 2007 15:12:17 -0500 Subject: [games_access] pointer how to edit our wiki please In-Reply-To: <010a01c8039b$e1df2150$6501a8c0@Inspiron> References: <257101c80299$793 a60e0$0202a8c0@oneswitch><836db6300709291520l48163a88xd8b0b98b71624fa4@mai l.gmail.com> <61694A48-99D1-427E-BDAC-F3C516EBC4 31@pininteractive.com> AAAAADBf8GSYa4xDlD4sBa5lcIwktCoA <010a01c8039b$e1df2150$6501a8c0@Inspiron> Message-ID: Yeah, the wiki is getting pretty jammed today with our proposals. Let's hold off on adding a new project page until after the GDC Oct 1 deadline when we can take a deep breath! Try this URL: http://www.igda.org/wiki/GASIG_GDC_San_Francisco_2008 Hopefully that takes you to the page with the proposals on them. As for who is being invited, I'm trying to get as many names as possible spread throughout the proposals. I already have a panel in mind that you would be great for. I want us to have a "rant" session. Rant sessions at GDC are hugely popular, as it's pretty much "I hate this about all games and it should be fixed because it's ridiculous and look -- this is what I have to do to play it." I want this to be representative (as much as possible) of real gamers with disabilities talking about the reality of the gaming experience. I think this will be really, really powerful. Thoughts? Michelle >I was going to add a update new project page on our wiki but it >looks a little confusing I left a message here but I'm not sure >anyone responded. > >Is there a specific procedure for typing to create a separate page >for project because I don't want to screw up a page can someone >walked me through that please or else I'll just go ahead and post >something because I'm not really sure how to do this? Thanks. > >All of the links that you guys are posting I guess it's an >attachment it's not transferring to all the replied ones is there a >way to see what the proposal looks like please? > >Who is being invited with the passes this year? > >Robert > >_______________________________________________ >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 arthit73 at cablespeed.com Sun Sep 30 16:55:38 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 30 Sep 2007 16:55:38 -0400 Subject: [games_access] pointer how to edit our wiki please In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzEtCoA References: <257101c80299$793a60e0$0202a8c0@oneswitch><836db6300709291520l48163a88xd8b0b98b71624fa4@mail.gmail.com><61694A48-99D1-427E-BDAC-F3C516EBC431@pininteractive.com>AAAAADBf8GSYa4xDlD4sBa5lcIwktCoA<010a01c8039b$e1df2150$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIzEtCoA Message-ID: <012401c803a4$4145ea40$6501a8c0@Inspiron> Okay thanks then. I'll catch up with someone on the project to do to edit later. I'll check out the link. _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Sunday, September 30, 2007 4:12 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] pointer how to edit our wiki please Yeah, the wiki is getting pretty jammed today with our proposals. Let's hold off on adding a new project page until after the GDC Oct 1 deadline when we can take a deep breath! Try this URL: http://www.igda.org/wiki/GASIG_GDC_San_Francisco_2008 Hopefully that takes you to the page with the proposals on them. As for who is being invited, I'm trying to get as many names as possible spread throughout the proposals. I already have a panel in mind that you would be great for. I want us to have a "rant" session. Rant sessions at GDC are hugely popular, as it's pretty much "I hate this about all games and it should be fixed because it's ridiculous and look -- this is what I have to do to play it." I want this to be representative (as much as possible) of real gamers with disabilities talking about the reality of the gaming experience. I think this will be really, really powerful. Thoughts? Michelle I was going to add a update new project page on our wiki but it looks a little confusing I left a message here but I'm not sure anyone responded. Is there a specific procedure for typing to create a separate page for project because I don't want to screw up a page can someone walked me through that please or else I'll just go ahead and post something because I'm not really sure how to do this? Thanks. All of the links that you guys are posting I guess it's an attachment it's not transferring to all the replied ones is there a way to see what the proposal looks like please? Who is being invited with the passes this year? Robert _______________________________________________ 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 kjb at it.rit.edu Sun Sep 30 17:46:05 2007 From: kjb at it.rit.edu (Kevin J. Bierre) Date: Sun, 30 Sep 2007 17:46:05 -0400 Subject: [games_access] GDC 2008 SIG proposal In-Reply-To: <61694A48-99D1-427E-BDAC-F3C516EBC431@pininteractive.com> References: <61694A48-99D1-427E-BDAC-F3C516EBC431@pininteractive.com> Message-ID: Michelle (and anyone else interested): I took a first cut at editing the GDC08 Curriculum Panel proposal. No idea what to put down for track, theme, or extended abstract. Comments please. Kevin Bierre, Associate Professor (kjb at it.rit.edu) Information Technology, Rochester Institute of Technology 585-475-5358 102 Lomb Memorial Drive Bldg 70-2637 Rochester, NY 14623 From hinn at uiuc.edu Sun Sep 30 18:00:36 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 30 Sep 2007 17:00:36 -0500 Subject: [games_access] GDC 2008 SIG proposal In-Reply-To: References: <61694A48-99D1-427E-BDAC-F3C516EBC431@pininteractive.com> Message-ID: Thanks Kevin -- I was just working on that in Word. I think I'm going to put Design and "Other" as track because there is no education summit this year so we can't go that direction. I've also put in a bid to IGDA to include this as a cross-SIG collaboration -- it might go into the IGDA track better. But we'll put it through now to see if it gets accepted or not. The IGDA track is a totally separate deal -- you'll notice it's not an option on the submission form. That's because that's where we negotiate which SIGs/Committees get what sessions -- some of the behind the scenes part of being chair. A few years ago I would put our proposals in directly through them and that's how this worked. Things have changed the last two years and now I (and all the other SIG chairs) put everything through the regular system. Then if everything blows up in our faces I can then petition for a "second chance" or an alternative combo of 5 rejected proposals into one type thing through the IGDA. Michelle >Michelle (and anyone else interested): > >I took a first cut at editing the GDC08 Curriculum Panel proposal. >No idea what to put down for track, theme, or extended abstract. >Comments please. > >Kevin Bierre, Associate Professor >(kjb at it.rit.edu) >Information Technology, Rochester Institute of Technology >585-475-5358 >102 Lomb Memorial Drive >Bldg 70-2637 >Rochester, NY 14623 > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sun Sep 30 18:43:08 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 30 Sep 2007 18:43:08 -0400 Subject: [games_access] GDC 2008 SIG proposal In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzktSoA References: <61694A48-99D1-427E-BDAC-F3C516EBC431@pininteractive.com> AAAAADBf8GSYa4xDlD4sBa5lcIzktSoA Message-ID: <013501c803b3$462c5940$6501a8c0@Inspiron> Is there anything I can do or should be doing to help with creating these panels or proposals? Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Sunday, September 30, 2007 6:01 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] GDC 2008 SIG proposal Thanks Kevin -- I was just working on that in Word. I think I'm going to put Design and "Other" as track because there is no education summit this year so we can't go that direction. I've also put in a bid to IGDA to include this as a cross-SIG collaboration -- it might go into the IGDA track better. But we'll put it through now to see if it gets accepted or not. The IGDA track is a totally separate deal -- you'll notice it's not an option on the submission form. That's because that's where we negotiate which SIGs/Committees get what sessions -- some of the behind the scenes part of being chair. A few years ago I would put our proposals in directly through them and that's how this worked. Things have changed the last two years and now I (and all the other SIG chairs) put everything through the regular system. Then if everything blows up in our faces I can then petition for a "second chance" or an alternative combo of 5 rejected proposals into one type thing through the IGDA. Michelle >Michelle (and anyone else interested): > >I took a first cut at editing the GDC08 Curriculum Panel proposal. >No idea what to put down for track, theme, or extended abstract. >Comments please. > >Kevin Bierre, Associate Professor >(kjb at it.rit.edu) >Information Technology, Rochester Institute of Technology >585-475-5358 >102 Lomb Memorial Drive >Bldg 70-2637 >Rochester, NY 14623 > > >_______________________________________________ >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 Sun Sep 30 18:49:37 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 30 Sep 2007 17:49:37 -0500 Subject: [games_access] GDC 2008 SIG proposal In-Reply-To: <013501c803b3$462c5940$6501a8c0@Inspiron> References: <61694A48-99D1-427E-BDAC-F3C516EBC431@pininteractive.com> AAAAADBf8GSYa4xDlD4sBa5lcIzktSoA <013501c803b3$462c5940$6501a8c0@Inspiron> Message-ID: What were your thoughts about a "Gamers with Disabilities Rant" session? Rant sessions at GDC are hugely popular, as it's pretty much "I hate this about all games and it should be fixed because it's ridiculous and look -- this is what I have to do to play it." I want this to be representative (as much as possible) of real gamers with disabilities talking about the reality of the gaming experience. I think this will be really, really powerful. Thoughts? Statements to include in the proposal? Michelle >Is there anything I can do or should be doing to help with creating these >panels or proposals? > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of d. michelle hinn >Sent: Sunday, September 30, 2007 6:01 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] GDC 2008 SIG proposal > >Thanks Kevin -- I was just working on that in Word. I think I'm going >to put Design and "Other" as track because there is no education >summit this year so we can't go that direction. I've also put in a >bid to IGDA to include this as a cross-SIG collaboration -- it might >go into the IGDA track better. But we'll put it through now to see if >it gets accepted or not. > >The IGDA track is a totally separate deal -- you'll notice it's not >an option on the submission form. That's because that's where we >negotiate which SIGs/Committees get what sessions -- some of the >behind the scenes part of being chair. A few years ago I would put >our proposals in directly through them and that's how this worked. >Things have changed the last two years and now I (and all the other >SIG chairs) put everything through the regular system. Then if >everything blows up in our faces I can then petition for a "second >chance" or an alternative combo of 5 rejected proposals into one type >thing through the IGDA. > >Michelle > >>Michelle (and anyone else interested): >> >>I took a first cut at editing the GDC08 Curriculum Panel proposal. >>No idea what to put down for track, theme, or extended abstract. >>Comments please. >> >>Kevin Bierre, Associate Professor >>(kjb at it.rit.edu) >>Information Technology, Rochester Institute of Technology >>585-475-5358 >>102 Lomb Memorial Drive >>Bldg 70-2637 >>Rochester, NY 14623 >> >> >>_______________________________________________ >>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 Sep 30 18:56:52 2007 From: richard at audiogames.net (AudioGames.net) Date: Mon, 1 Oct 2007 00:56:52 +0200 Subject: [games_access] GDC 2008 SIG proposal References: <61694A48-99D1-427E-BDAC-F3C516EBC431@pininteractive.com> Message-ID: <00f701c803b5$31689300$6402a8c0@Delletje> Hi, Mmm.... maybe the thing was working on today (10 Key Points thing) might be a good IGDA session.... I intend it to be a session a bit about *everything*-you-need-to-know-about-game-accessibility in 60 minutes (The Big Picture-sort-of-thing). Anyone want to participate with me on this? Michelle, I put your name down with this one already since I guess there's a huge part for you in here as well? Greets, Richard ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Monday, October 01, 2007 12:00 AM Subject: Re: [games_access] GDC 2008 SIG proposal > Thanks Kevin -- I was just working on that in Word. I think I'm going to > put Design and "Other" as track because there is no education summit this > year so we can't go that direction. I've also put in a bid to IGDA to > include this as a cross-SIG collaboration -- it might go into the IGDA > track better. But we'll put it through now to see if it gets accepted or > not. > > The IGDA track is a totally separate deal -- you'll notice it's not an > option on the submission form. That's because that's where we negotiate > which SIGs/Committees get what sessions -- some of the behind the scenes > part of being chair. A few years ago I would put our proposals in directly > through them and that's how this worked. Things have changed the last two > years and now I (and all the other SIG chairs) put everything through the > regular system. Then if everything blows up in our faces I can then > petition for a "second chance" or an alternative combo of 5 rejected > proposals into one type thing through the IGDA. > > Michelle > >>Michelle (and anyone else interested): >> >>I took a first cut at editing the GDC08 Curriculum Panel proposal. No idea >>what to put down for track, theme, or extended abstract. Comments please. >> >>Kevin Bierre, Associate Professor (kjb at it.rit.edu) >>Information Technology, Rochester Institute of Technology 585-475-5358 >>102 Lomb Memorial Drive Bldg 70-2637 >>Rochester, NY 14623 >> >> >>_______________________________________________ >>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 Sun Sep 30 19:10:37 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 30 Sep 2007 18:10:37 -0500 Subject: [games_access] GDC 2008 SIG proposal In-Reply-To: <00f701c803b5$31689300$6402a8c0@Delletje> References: <61694A48-99D1-427E-BDAC-F3C516EBC431@pininteractive.com> <00f701c803b5$31689300$6402a8c0@Delletje> Message-ID: Yeah, I'm in for that one. I'm working on a bunch of others right now simultaneously so I can't get to it quite yet since this one came in with about 30 hours left on the countdown clock. :) I didn't put as much info as I should have earlier when I said I'd asked about the IGDA cross-SIG collaboration idea for the panel if it doesn't get accepted in the system. We have to put all the sessions through the system before they go in as an IGDA track possibility. Keep in mind that there are VERY few of these sessions so we can't count on everything getting accepted through that track. More like 1-2 can go through that track. It's to be used as a "wow...NOTHING got accepted? Ok can we have a roundtable at least?" and/or "ok, this session got axed but it's really, really important - please accept it? please, please?" option. Michelle >Hi, > >Mmm.... maybe the thing was working on today (10 Key Points thing) >might be a good IGDA session.... I intend it to be a session a bit >about *everything*-you-need-to-know-about-game-accessibility in 60 >minutes (The Big Picture-sort-of-thing). > >Anyone want to participate with me on this? Michelle, I put your >name down with this one already since I guess there's a huge part >for you in here as well? > >Greets, > >Richard > > > > >----- Original Message ----- From: "d. michelle hinn" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Monday, October 01, 2007 12:00 AM >Subject: Re: [games_access] GDC 2008 SIG proposal > >>Thanks Kevin -- I was just working on that in Word. I think I'm >>going to put Design and "Other" as track because there is no >>education summit this year so we can't go that direction. I've also >>put in a bid to IGDA to include this as a cross-SIG collaboration >>-- it might go into the IGDA track better. But we'll put it through >>now to see if it gets accepted or not. >> >>The IGDA track is a totally separate deal -- you'll notice it's not >>an option on the submission form. That's because that's where we >>negotiate which SIGs/Committees get what sessions -- some of the >>behind the scenes part of being chair. A few years ago I would put >>our proposals in directly through them and that's how this worked. >>Things have changed the last two years and now I (and all the other >>SIG chairs) put everything through the regular system. Then if >>everything blows up in our faces I can then petition for a "second >>chance" or an alternative combo of 5 rejected proposals into one >>type thing through the IGDA. >> >>Michelle >> >>>Michelle (and anyone else interested): >>> >>>I took a first cut at editing the GDC08 Curriculum Panel proposal. >>>No idea what to put down for track, theme, or extended abstract. >>>Comments please. >>> >>>Kevin Bierre, Associate Professor (kjb at it.rit.edu) >>>Information Technology, Rochester Institute of Technology 585-475-5358 >>>102 Lomb Memorial Drive Bldg 70-2637 >>>Rochester, NY 14623 >>> >>> >>>_______________________________________________ >>>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 Sun Sep 30 22:44:46 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Sun, 30 Sep 2007 19:44:46 -0700 Subject: [games_access] GDC 2008 SIG proposal In-Reply-To: References: <257101c80299$793a60e0$0202a8c0@oneswitch> <836db6300709291520l48163a88xd8b0b98b71624fa4@mail.gmail.com> Message-ID: <836db6300709301944p1a2a2dcbx368ffb850c7675ec@mail.gmail.com> A 20 minute talk is sufficient and is likelier to be accepted. the title changes are good. cheers Eelke On 9/29/07, d. michelle hinn wrote: > How did you envision this talk? As a panel? A 20 minute or 60 minute > talk? A roundtable? I'm thinking a 60 minute talk but I want to be > sure that's what you were thinking too. :) > > We need to work on the title a bit -- it's a little vague. Basically > we need something that says what the talk is about and/or is enticing > enough to look up the abstract for when they are glancing through the > title cards on display at GDC. Thomas had a good idea about > emphasizing the "Jedi" bit -- maybe "Turning Gamers into Jedis: > Designers Creative & Accessible Toolbox" -- or just accessible or > just creative? Or maybe "Turning Gamers into Jedis: Creative and > Accessible Design Tools"? > > Michelle > (who is on 11th hour "GDC think" -- like "doublethink" but less > scary...I think...I think again...ahhhhhh) > > >we have expanded it a bit more so if you want to take another look ;-) > > > >cheers Eelke > > > > > >On 9/29/07, Barrie Ellis wrote: > >> > >> > >> Short and sweetly: Looks very good to me. > >> > >> Barrie > >> > >> > >> ----- Original Message ----- > >> From: Thomas Westin > >> To: IGDA Games Accessibility SIG Mailing List > >> Sent: Tuesday, September 25, 2007 9:28 PM > >> Subject: [games_access] GDC 2008 SIG proposal > >> > >> > >> hello > >> > >> > >> I and Eelke have come up with this draft for our proposal > >> > >> > > > http://www.igda.org/wiki/Game_Designers_Creative_Toolbox > >> > >> > >> any comments and feedback welcome > >> > >> > >> Kind regards, > >> Thomas and Eelke > >> > >> > >> __________________________________ > >> Thomas Westin > >> VD/CEO > >> > >> > >> Pin Interactive AB > >> :: Digital Culture Analysis :: Tools :: Worlds > >> __________________________________ > >> Award Winning Developer > >> > >> > >> www.pininteractive.com > >> +46 (0)706 400 402 > >> Skype: thomaswestin > >> > >> > >> > >> > >> > >> ________________________________ > >> > >> > >> _______________________________________________ > >> 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 ---------------------------------------------------------------------------- From eelke.folmer at gmail.com Sun Sep 30 23:06:07 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Sun, 30 Sep 2007 20:06:07 -0700 Subject: [games_access] same proposal in multiple tracks Message-ID: <836db6300709302006r68350b4bh1de76ce112e53ac9@mail.gmail.com> hi, I'm seeing the same proposal in multiple tracks: -When Audio IS the game experience: Gamers with Visual Disabilities (Richard/Michelle) -When Audio IS the game experience: Gamers with Auditory Disabilities (Reid/Michelle) - Selling more games by adding CC (Reid/ Eelke) - Creating Dynamic Closed Captioning Systems (Reid) Its good to be pervasive to increase our chances of acceptance but it might also bite us in the back. In my fields of research it is generally not a good idea to submit the same proposal to multiple tracks. Generally reviewers will review a proposal and if they deem it to be suitable for another track they will usually suggest that. Submitting the same proposal to multiple tracks is usually considered spamming. Michelle do you know for GDC whether proposals are reviewed on an individual basis or do they look at who is submitting what to which track? I do want us to get as much proposals accepted as possible but I suggest we play by the rules. Cheers Eelke ---------------------------------------------------------------------------- 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 Sun Sep 30 23:15:26 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 30 Sep 2007 22:15:26 -0500 Subject: [games_access] GDC 2008 SIG proposal In-Reply-To: <836db6300709301944p1a2a2dcbx368ffb850c7675ec@mail.gmail.com> References: <257101c80299$793a60e0$0202a8c0@oneswitch> <836db6300709291520l48163a88xd8b0b98b71624fa4@mail.gmail.com> <836db6300709301944p1a2a2dcbx368ffb850c7675ec@mail.gmail.com> Message-ID: Keep in mind that there are VERY few 20 minute slots. I don't know the number but they are warning us about them having worse odds than the 60 minute slots. Do you think that you can do justice to all of these things in 20 minutes? It seems to me that you would be really, really rushed. >A 20 minute talk is sufficient and is likelier to be accepted. > >the title changes are good. > >cheers Eelke > > >On 9/29/07, d. michelle hinn wrote: >> How did you envision this talk? As a panel? A 20 minute or 60 minute >> talk? A roundtable? I'm thinking a 60 minute talk but I want to be >> sure that's what you were thinking too. :) >> >> We need to work on the title a bit -- it's a little vague. Basically >> we need something that says what the talk is about and/or is enticing >> enough to look up the abstract for when they are glancing through the >> title cards on display at GDC. Thomas had a good idea about >> emphasizing the "Jedi" bit -- maybe "Turning Gamers into Jedis: >> Designers Creative & Accessible Toolbox" -- or just accessible or >> just creative? Or maybe "Turning Gamers into Jedis: Creative and >> Accessible Design Tools"? >> >> Michelle >> (who is on 11th hour "GDC think" -- like "doublethink" but less >> scary...I think...I think again...ahhhhhh) >> >> >we have expanded it a bit more so if you want to take another look ;-) >> > >> >cheers Eelke >> > >> > >> >On 9/29/07, Barrie Ellis wrote: >> >> >> >> >> >> Short and sweetly: Looks very good to me. >> >> >> >> Barrie >> >> >> >> >> >> ----- Original Message ----- >> >> From: Thomas Westin >> >> To: IGDA Games Accessibility SIG Mailing List >> >> Sent: Tuesday, September 25, 2007 9:28 PM >> >> Subject: [games_access] GDC 2008 SIG proposal >> >> >> >> >> >> hello >> >> >> >> >> >> I and Eelke have come up with this draft for our proposal >> >> >> >> >> > > http://www.igda.org/wiki/Game_Designers_Creative_Toolbox >> >> >> >> >> >> any comments and feedback welcome >> >> >> >> >> >> Kind regards, >> >> Thomas and Eelke >> >> >> >> >> >> __________________________________ >> >> Thomas Westin >> >> VD/CEO >> >> >> >> >> >> Pin Interactive AB >> >> :: Digital Culture Analysis :: Tools :: Worlds >> >> __________________________________ >> >> Award Winning Developer >> >> >> >> >> >> www.pininteractive.com >> >> +46 (0)706 400 402 >> >> Skype: thomaswestin >> >> >> >> >> >> >> >> >> >> >> >> ________________________________ >> >> >> >> >> >> _______________________________________________ >> >> 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 >---------------------------------------------------------------------------- >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From eelke.folmer at gmail.com Sun Sep 30 23:24:32 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Sun, 30 Sep 2007 20:24:32 -0700 Subject: [games_access] GDC 2008 SIG proposal In-Reply-To: References: <257101c80299$793a60e0$0202a8c0@oneswitch> <836db6300709291520l48163a88xd8b0b98b71624fa4@mail.gmail.com> <836db6300709301944p1a2a2dcbx368ffb850c7675ec@mail.gmail.com> Message-ID: <836db6300709302024q5a08e092o2db1c4d8279bca1f@mail.gmail.com> Hmmm well I don't know 20 minutes seems sufficient. It's not rocket science. ;-) Cliff Blezinsky gave a Gears of War postmortem in 60 minutes last year as a comparison and we don't have nearly as much material. 20 minutes is enough time to bring the message and still deliver something that is high quality. I rather go slightly over 20 minutes than only have 40 minutes of material and then bore my audience to death for the remainder. Then again I can only speak for myself and Reid might have a different opinion. cheers eelke On 9/30/07, d. michelle hinn wrote: > Keep in mind that there are VERY few 20 minute slots. I don't know > the number but they are warning us about them having worse odds than > the 60 minute slots. Do you think that you can do justice to all of > these things in 20 minutes? It seems to me that you would be really, > really rushed. > > >A 20 minute talk is sufficient and is likelier to be accepted. > > > >the title changes are good. > > > >cheers Eelke > > > > > >On 9/29/07, d. michelle hinn wrote: > >> How did you envision this talk? As a panel? A 20 minute or 60 minute > >> talk? A roundtable? I'm thinking a 60 minute talk but I want to be > >> sure that's what you were thinking too. :) > >> > >> We need to work on the title a bit -- it's a little vague. Basically > >> we need something that says what the talk is about and/or is enticing > >> enough to look up the abstract for when they are glancing through the > >> title cards on display at GDC. Thomas had a good idea about > >> emphasizing the "Jedi" bit -- maybe "Turning Gamers into Jedis: > >> Designers Creative & Accessible Toolbox" -- or just accessible or > >> just creative? Or maybe "Turning Gamers into Jedis: Creative and > >> Accessible Design Tools"? > >> > >> Michelle > >> (who is on 11th hour "GDC think" -- like "doublethink" but less > >> scary...I think...I think again...ahhhhhh) > >> > >> >we have expanded it a bit more so if you want to take another look ;-) > >> > > >> >cheers Eelke > >> > > >> > > >> >On 9/29/07, Barrie Ellis wrote: > >> >> > >> >> > >> >> Short and sweetly: Looks very good to me. > >> >> > >> >> Barrie > >> >> > >> >> > >> >> ----- Original Message ----- > >> >> From: Thomas Westin > >> >> To: IGDA Games Accessibility SIG Mailing List > >> >> Sent: Tuesday, September 25, 2007 9:28 PM > >> >> Subject: [games_access] GDC 2008 SIG proposal > >> >> > >> >> > >> >> hello > >> >> > >> >> > >> >> I and Eelke have come up with this draft for our proposal > >> >> > >> >> > >> > > http://www.igda.org/wiki/Game_Designers_Creative_Toolbox > >> >> > >> >> > >> >> any comments and feedback welcome > >> >> > >> >> > >> >> Kind regards, > >> >> Thomas and Eelke > >> >> > >> >> > >> >> __________________________________ > >> >> Thomas Westin > >> >> VD/CEO > >> >> > >> >> > >> >> Pin Interactive AB > >> >> :: Digital Culture Analysis :: Tools :: Worlds > >> >> __________________________________ > >> >> Award Winning Developer > >> >> > >> >> > >> >> www.pininteractive.com > >> >> +46 (0)706 400 402 > >> >> Skype: thomaswestin > >> >> > >> >> > >> >> > >> >> > >> >> > >> >> ________________________________ > >> >> > >> >> > >> >> _______________________________________________ > >> >> 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 > >---------------------------------------------------------------------------- > >_______________________________________________ > >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 hinn at uiuc.edu Sun Sep 30 23:32:41 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 30 Sep 2007 22:32:41 -0500 Subject: [games_access] same proposal in multiple tracks In-Reply-To: <836db6300709302006r68350b4bh1de76ce112e53ac9@mail.gmail.com> References: <836db6300709302006r68350b4bh1de76ce112e53ac9@mail.gmail.com> Message-ID: Ok, there's a history behind the two audio tracks. The advisory board for this is the same as it was for Austin and they invited us. What we found was enormous support from the audio people for the auditory part. So I'm adding a note at the top of the expanded abstract to explain why these are split and if they prefer, the two talks can be put together as they were in Austin. Note: Notes are ok in your expanded outline if you are explaining something weird. Yeah, I know this sounds risky but I don't think that these two are. Remember -- it's an advisory board selection rather than a formal review. The rules for this are not the same as an academic conference. And if you are ax-ed by one track...that's where it ends. They have too many submissions to bother suggesting another track, which is why they get pretty specific about what they are looking for. That's been my experience. As for the other two, these are trickier and I know what you are saying. That's why they need to be as unique as possible. Reid is proposing a technical talk for programming. The one you and he are working on is a business track proposal (keep in mind that they will want to grill you about numbers). But they aren't the same proposals. The double audio tracks are also not the same proposals as yours and Reids -- these are design and "show off" sessions, appealing more to designers. And they are aimed at some the biggest supporters of GA -- the Audio People and they are audio design sessions. Believe me (and Richard would agree) the the Audio talk is WAY different than your proposals. We've given it already. :) And I think our reviews from that session suggest that we should do this again at GDC San Fran (Big GDC) to an audience of even more audio designers. So there's no trickery the way I see it by what has happened with these proposals. I think that they do belong in multiple tracks and that they AREN'T merely repeats of the same talk. And they shouldn't be when planning for them if accepted. If in the end the proposals look exactly the same, then we've done something wrong. Yes, my experience is that we will probably get about 2-4 of these accepted (out of 11) so we do need lots of proposals. But I don't think we are unfairly stacking the deck here. Michelle >hi, > >I'm seeing the same proposal in multiple tracks: > >-When Audio IS the game experience: Gamers with Visual Disabilities >(Richard/Michelle) >-When Audio IS the game experience: Gamers with Auditory Disabilities >(Reid/Michelle) > >- Selling more games by adding CC (Reid/ Eelke) >- Creating Dynamic Closed Captioning Systems (Reid) > >Its good to be pervasive to increase our chances of acceptance but it >might also bite us in the back. In my fields of research it is >generally not a good idea to submit the same proposal to multiple >tracks. Generally reviewers will review a proposal and if they deem it >to be suitable for another track they will usually suggest that. >Submitting the same proposal to multiple tracks is usually considered >spamming. Michelle do you know for GDC whether proposals are reviewed >on an individual basis or do they look at who is submitting what to >which track? I do want us to get as much proposals accepted as >possible but I suggest we play by the rules. > >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 hinn at uiuc.edu Sun Sep 30 23:34:17 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 30 Sep 2007 22:34:17 -0500 Subject: [games_access] GDC 2008 SIG proposal In-Reply-To: <836db6300709302024q5a08e092o2db1c4d8279bca1f@mail.gmail.com> References: <257101c80299$793a60e0$0202a8c0@oneswitch> <836db6300709291520l48163a88xd8b0b98b71624fa4@mail.gmail.com> <836db6300709301944p1a2a2dcbx368ffb850c7675ec@mail.gmail.com> <836db6300709302024q5a08e092o2db1c4d8279bca1f@mail.gmail.com> Message-ID: Uh...I think we have proposal mix up. This was about the talk you and Thomas are doing. Now 20 minutes for the business one, yes, that seems sufficient. Michelle >Hmmm well I don't know 20 minutes seems sufficient. It's not rocket >science. ;-) >Cliff Blezinsky gave a Gears of War postmortem in 60 minutes last year >as a comparison and we don't have nearly as much material. 20 minutes >is enough time to bring the message and still deliver something that >is high quality. I rather go slightly over 20 minutes than only have >40 minutes of material and then bore my audience to death for the >remainder. > >Then again I can only speak for myself and Reid might have a >different opinion. > >cheers eelke > > >On 9/30/07, d. michelle hinn wrote: >> Keep in mind that there are VERY few 20 minute slots. I don't know >> the number but they are warning us about them having worse odds than >> the 60 minute slots. Do you think that you can do justice to all of >> these things in 20 minutes? It seems to me that you would be really, >> really rushed. >> >> >A 20 minute talk is sufficient and is likelier to be accepted. >> > >> >the title changes are good. >> > >> >cheers Eelke >> > >> > >> >On 9/29/07, d. michelle hinn wrote: >> >> How did you envision this talk? As a panel? A 20 minute or 60 minute >> >> talk? A roundtable? I'm thinking a 60 minute talk but I want to be >> >> sure that's what you were thinking too. :) >> >> >> >> We need to work on the title a bit -- it's a little vague. Basically >> >> we need something that says what the talk is about and/or is enticing >> >> enough to look up the abstract for when they are glancing through the >> >> title cards on display at GDC. Thomas had a good idea about >> >> emphasizing the "Jedi" bit -- maybe "Turning Gamers into Jedis: >> >> Designers Creative & Accessible Toolbox" -- or just accessible or >> >> just creative? Or maybe "Turning Gamers into Jedis: Creative and >> >> Accessible Design Tools"? >> >> >> >> Michelle >> >> (who is on 11th hour "GDC think" -- like "doublethink" but less >> >> scary...I think...I think again...ahhhhhh) >> >> >> >> >we have expanded it a bit more so if you want to take another look ;-) >> >> > >> >> >cheers Eelke >> >> > >> >> > >> >> >On 9/29/07, Barrie Ellis wrote: >> >> >> >> >> >> >> >> >> Short and sweetly: Looks very good to me. >> >> >> >> >> >> Barrie >> >> >> >> >> >> >> >> >> ----- Original Message ----- >> >> >> From: Thomas Westin >> >> >> To: IGDA Games Accessibility SIG Mailing List >> >> >> Sent: Tuesday, September 25, 2007 9:28 PM >> >> >> Subject: [games_access] GDC 2008 SIG proposal >> >> >> >> >> >> >> >> >> hello >> >> >> >> >> >> >> >> >> I and Eelke have come up with this draft for our proposal >> >> >> >> >> >> >> >> > > http://www.igda.org/wiki/Game_Designers_Creative_Toolbox >> >> >> >> >> >> >> >> >> any comments and feedback welcome >> >> >> >> >> >> >> >> >> Kind regards, >> >> >> Thomas and Eelke >> >> >> >> >> >> >> >> >> __________________________________ >> >> >> Thomas Westin >> >> >> VD/CEO >> >> >> >> >> >> >> >> >> Pin Interactive AB >> >> >> :: Digital Culture Analysis :: Tools :: Worlds >> >> >> __________________________________ >> >> >> Award Winning Developer >> >> >> >> >> >> >> >> >> www.pininteractive.com >> >> >> +46 (0)706 400 402 >> >> >> Skype: thomaswestin >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> ________________________________ >> >> >> >> >> >> >> >> >> _______________________________________________ >> >> >> 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 >> >---------------------------------------------------------------------------- >> >_______________________________________________ >> >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 From hinn at uiuc.edu Sun Sep 30 23:42:15 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 30 Sep 2007 22:42:15 -0500 Subject: [games_access] same proposal in multiple tracks In-Reply-To: References: <836db6300709302006r68350b4bh1de76ce112e53ac9@mail.gmail.com> Message-ID: Just a side -- I'm trying to share as much as I know about the GDC process after having done the proposals for 05, 06, and 07. It's nice to have more people working round the clock with me at the deadline -- I really, really appreciate it and it's so great to have the feeling that we're all one team working together for the same goal. The hardest thing for me has been that it takes a lot of time to advise all while I'm trying to do the other write ups. But that's how we learn as a group! Michelle >Ok, there's a history behind the two audio tracks. The advisory >board for this is the same as it was for Austin and they invited us. >What we found was enormous support from the audio people for the >auditory part. So I'm adding a note at the top of the expanded >abstract to explain why these are split and if they prefer, the two >talks can be put together as they were in Austin. > >Note: Notes are ok in your expanded outline if you are explaining >something weird. Yeah, I know this sounds risky but I don't think >that these two are. Remember -- it's an advisory board selection >rather than a formal review. The rules for this are not the same as >an academic conference. And if you are ax-ed by one track...that's >where it ends. They have too many submissions to bother suggesting >another track, which is why they get pretty specific about what they >are looking for. That's been my experience. > >As for the other two, these are trickier and I know what you are >saying. That's why they need to be as unique as possible. Reid is >proposing a technical talk for programming. The one you and he are >working on is a business track proposal (keep in mind that they will >want to grill you about numbers). But they aren't the same proposals. > >The double audio tracks are also not the same proposals as yours and >Reids -- these are design and "show off" sessions, appealing more to >designers. And they are aimed at some the biggest supporters of GA >-- the Audio People and they are audio design sessions. Believe me >(and Richard would agree) the the Audio talk is WAY different than >your proposals. We've given it already. :) And I think our reviews >from that session suggest that we should do this again at GDC San >Fran (Big GDC) to an audience of even more audio designers. > >So there's no trickery the way I see it by what has happened with >these proposals. I think that they do belong in multiple tracks and >that they AREN'T merely repeats of the same talk. And they shouldn't >be when planning for them if accepted. If in the end the proposals >look exactly the same, then we've done something wrong. Yes, my >experience is that we will probably get about 2-4 of these accepted >(out of 11) so we do need lots of proposals. But I don't think we >are unfairly stacking the deck here. > >Michelle > >>hi, >> >>I'm seeing the same proposal in multiple tracks: >> >>-When Audio IS the game experience: Gamers with Visual Disabilities >>(Richard/Michelle) >>-When Audio IS the game experience: Gamers with Auditory Disabilities >>(Reid/Michelle) >> >>- Selling more games by adding CC (Reid/ Eelke) >>- Creating Dynamic Closed Captioning Systems (Reid) >> >>Its good to be pervasive to increase our chances of acceptance but it >>might also bite us in the back. In my fields of research it is >>generally not a good idea to submit the same proposal to multiple >>tracks. Generally reviewers will review a proposal and if they deem it >>to be suitable for another track they will usually suggest that. >>Submitting the same proposal to multiple tracks is usually considered >>spamming. Michelle do you know for GDC whether proposals are reviewed >>on an individual basis or do they look at who is submitting what to >>which track? I do want us to get as much proposals accepted as >>possible but I suggest we play by the rules. >> >>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 eelke.folmer at gmail.com Sun Sep 30 23:55:51 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Sun, 30 Sep 2007 20:55:51 -0700 Subject: [games_access] same proposal in multiple tracks In-Reply-To: References: <836db6300709302006r68350b4bh1de76ce112e53ac9@mail.gmail.com> Message-ID: <836db6300709302055m644128m166d4bb324daa724@mail.gmail.com> Hey Michelle, Thanks for your elaborate feedback. I was just curious what would be the best approach for GDC. If anyone wants me to go over their proposal let me know. cheers Eelke On 9/30/07, d. michelle hinn wrote: > Just a side -- I'm trying to share as much as I know about the GDC > process after having done the proposals for 05, 06, and 07. It's nice > to have more people working round the clock with me at the deadline > -- I really, really appreciate it and it's so great to have the > feeling that we're all one team working together for the same goal. > The hardest thing for me has been that it takes a lot of time to > advise all while I'm trying to do the other write ups. But that's how > we learn as a group! > > Michelle > > >Ok, there's a history behind the two audio tracks. The advisory > >board for this is the same as it was for Austin and they invited us. > >What we found was enormous support from the audio people for the > >auditory part. So I'm adding a note at the top of the expanded > >abstract to explain why these are split and if they prefer, the two > >talks can be put together as they were in Austin. > > > >Note: Notes are ok in your expanded outline if you are explaining > >something weird. Yeah, I know this sounds risky but I don't think > >that these two are. Remember -- it's an advisory board selection > >rather than a formal review. The rules for this are not the same as > >an academic conference. And if you are ax-ed by one track...that's > >where it ends. They have too many submissions to bother suggesting > >another track, which is why they get pretty specific about what they > >are looking for. That's been my experience. > > > >As for the other two, these are trickier and I know what you are > >saying. That's why they need to be as unique as possible. Reid is > >proposing a technical talk for programming. The one you and he are > >working on is a business track proposal (keep in mind that they will > >want to grill you about numbers). But they aren't the same proposals. > > > >The double audio tracks are also not the same proposals as yours and > >Reids -- these are design and "show off" sessions, appealing more to > >designers. And they are aimed at some the biggest supporters of GA > >-- the Audio People and they are audio design sessions. Believe me > >(and Richard would agree) the the Audio talk is WAY different than > >your proposals. We've given it already. :) And I think our reviews > >from that session suggest that we should do this again at GDC San > >Fran (Big GDC) to an audience of even more audio designers. > > > >So there's no trickery the way I see it by what has happened with > >these proposals. I think that they do belong in multiple tracks and > >that they AREN'T merely repeats of the same talk. And they shouldn't > >be when planning for them if accepted. If in the end the proposals > >look exactly the same, then we've done something wrong. Yes, my > >experience is that we will probably get about 2-4 of these accepted > >(out of 11) so we do need lots of proposals. But I don't think we > >are unfairly stacking the deck here. > > > >Michelle > > > >>hi, > >> > >>I'm seeing the same proposal in multiple tracks: > >> > >>-When Audio IS the game experience: Gamers with Visual Disabilities > >>(Richard/Michelle) > >>-When Audio IS the game experience: Gamers with Auditory Disabilities > >>(Reid/Michelle) > >> > >>- Selling more games by adding CC (Reid/ Eelke) > >>- Creating Dynamic Closed Captioning Systems (Reid) > >> > >>Its good to be pervasive to increase our chances of acceptance but it > >>might also bite us in the back. In my fields of research it is > >>generally not a good idea to submit the same proposal to multiple > >>tracks. Generally reviewers will review a proposal and if they deem it > >>to be suitable for another track they will usually suggest that. > >>Submitting the same proposal to multiple tracks is usually considered > >>spamming. Michelle do you know for GDC whether proposals are reviewed > >>on an individual basis or do they look at who is submitting what to > >>which track? I do want us to get as much proposals accepted as > >>possible but I suggest we play by the rules. > >> > >>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 > -- ---------------------------------------------------------------------------- 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 Sun Sep 30 23:57:53 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Sun, 30 Sep 2007 20:57:53 -0700 Subject: [games_access] GDC 2008 SIG proposal In-Reply-To: References: <257101c80299$793a60e0$0202a8c0@oneswitch> <836db6300709291520l48163a88xd8b0b98b71624fa4@mail.gmail.com> <836db6300709301944p1a2a2dcbx368ffb850c7675ec@mail.gmail.com> <836db6300709302024q5a08e092o2db1c4d8279bca1f@mail.gmail.com> Message-ID: <836db6300709302057s38e1bbd6hac014d5154e61191@mail.gmail.com> ow my bad.... ;-) cheers Eelke On 9/30/07, d. michelle hinn wrote: > Uh...I think we have proposal mix up. This was about the talk you and > Thomas are doing. > > Now 20 minutes for the business one, yes, that seems sufficient. > > Michelle > > >Hmmm well I don't know 20 minutes seems sufficient. It's not rocket > >science. ;-) > >Cliff Blezinsky gave a Gears of War postmortem in 60 minutes last year > >as a comparison and we don't have nearly as much material. 20 minutes > >is enough time to bring the message and still deliver something that > >is high quality. I rather go slightly over 20 minutes than only have > >40 minutes of material and then bore my audience to death for the > >remainder. > > > >Then again I can only speak for myself and Reid might have a > >different opinion. > > > >cheers eelke > > > > > >On 9/30/07, d. michelle hinn wrote: > >> Keep in mind that there are VERY few 20 minute slots. I don't know > >> the number but they are warning us about them having worse odds than > >> the 60 minute slots. Do you think that you can do justice to all of > >> these things in 20 minutes? It seems to me that you would be really, > >> really rushed. > >> > >> >A 20 minute talk is sufficient and is likelier to be accepted. > >> > > >> >the title changes are good. > >> > > >> >cheers Eelke > >> > > >> > > >> >On 9/29/07, d. michelle hinn wrote: > >> >> How did you envision this talk? As a panel? A 20 minute or 60 minute > >> >> talk? A roundtable? I'm thinking a 60 minute talk but I want to be > >> >> sure that's what you were thinking too. :) > >> >> > >> >> We need to work on the title a bit -- it's a little vague. Basically > >> >> we need something that says what the talk is about and/or is enticing > >> >> enough to look up the abstract for when they are glancing through the > >> >> title cards on display at GDC. Thomas had a good idea about > >> >> emphasizing the "Jedi" bit -- maybe "Turning Gamers into Jedis: > >> >> Designers Creative & Accessible Toolbox" -- or just accessible or > >> >> just creative? Or maybe "Turning Gamers into Jedis: Creative and > >> >> Accessible Design Tools"? > >> >> > >> >> Michelle > >> >> (who is on 11th hour "GDC think" -- like "doublethink" but less > >> >> scary...I think...I think again...ahhhhhh) > >> >> > >> >> >we have expanded it a bit more so if you want to take another look ;-) > >> >> > > >> >> >cheers Eelke > >> >> > > >> >> > > >> >> >On 9/29/07, Barrie Ellis wrote: > >> >> >> > >> >> >> > >> >> >> Short and sweetly: Looks very good to me. > >> >> >> > >> >> >> Barrie > >> >> >> > >> >> >> > >> >> >> ----- Original Message ----- > >> >> >> From: Thomas Westin > >> >> >> To: IGDA Games Accessibility SIG Mailing List > >> >> >> Sent: Tuesday, September 25, 2007 9:28 PM > >> >> >> Subject: [games_access] GDC 2008 SIG proposal > >> >> >> > >> >> >> > >> >> >> hello > >> >> >> > >> >> >> > >> >> >> I and Eelke have come up with this draft for our proposal > >> >> >> > >> >> >> > >> >> > > http://www.igda.org/wiki/Game_Designers_Creative_Toolbox > >> >> >> > >> >> >> > >> >> >> any comments and feedback welcome > >> >> >> > >> >> >> > >> >> >> Kind regards, > >> >> >> Thomas and Eelke > >> >> >> > >> >> >> > >> >> >> __________________________________ > >> >> >> Thomas Westin > >> >> >> VD/CEO > >> >> >> > >> >> >> > >> >> >> Pin Interactive AB > >> >> >> :: Digital Culture Analysis :: Tools :: Worlds > >> >> >> __________________________________ > >> >> >> Award Winning Developer > >> >> >> > >> >> >> > >> >> >> www.pininteractive.com > >> >> >> +46 (0)706 400 402 > >> >> >> Skype: thomaswestin > >> >> >> > >> >> >> > >> >> >> > >> >> >> > >> >> >> > >> >> >> ________________________________ > >> >> >> > >> >> >> > >> >> >> _______________________________________________ > >> >> >> 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 > >> >---------------------------------------------------------------------------- > >> >_______________________________________________ > >> >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 ----------------------------------------------------------------------------