[games_access] [CC] - was Conference in Barcelona

Sandra Uhling sandra_uhling at web.de
Mon Dec 13 16:14:31 EST 2010


I loooove it!!

@Richard I also love the last pdf document, it is amazing!

-----Ursprüngliche Nachricht-----
Von: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] Im
Auftrag von Barrie Ellis
Gesendet: Montag, 13. Dezember 2010 21:57
An: IGDA Games Accessibility SIG Mailing List
Betreff: Re: [games_access] [CC] - was Conference in Barcelona

Re. sound alternatives - Richard wrote a superb article here:
http://www.accessibility.nl/games/index.php?pagefile=soundalternative

Barrie


From: Tara Tefertiller <mailto:ttefertiller at igda-gasig.org>
Sent: Monday, December 13, 2010 6:20 PM
To: IGDA Games Accessibility SIG Mailing List <mailto:games_access at igda.org>

Subject: Re: [games_access] [CC] - was Conference in Barcelona

Sandra,

Many games other representations of important sounds in game. For example:
In Silent Hill: Homecoming plays a static radio sound that gets louder as
you get closer to enemies, but also has a visual representation by adding a
film grain to the screen. The closer to the enemy you get, the more "old
time movie" the screen begins to look.

The challenge for designers it to identify what is important or adds
significant elements to gameplay and then the best way to represent them on
screen with out cluttering the screen or taking away from the feeling of the
game.

However, for many games titles, it's considered a victory for gamers who are
deaf or having other hearing difficulties to see they have implemented some
sort of system that identifies all important sounds, such as text only
closed captioning.

Tara


On Mon, Dec 13, 2010 at 10:55 AM, Sandra Uhling <sandra_uhling at web.de>
wrote:


The question is not if they include all sounds,
The question is does it included all alternative presentations?

I personally do not like to use only "text" as presentations.
There is more, and the game designer should not what they can use
And decide themselves what they want to use.


-----Ursprüngliche Nachricht-----
Von: games_access-bounces at igda.org
[mailto:games_access-bounces at igda.org] Im

Auftrag von Eleanor Robinson
Gesendet: Montag, 13. Dezember 2010 18:45

An: games_access at igda.org

Betreff: Re: [games_access] [CC] - was Conference in Barcelona


On 12/12/2010 2:24 PM, Sandra Uhling wrote:
> Hello,
>
> I would like to know what is the best term?
>
> Is Closed Captioning only for optional text or does it include
also other
> alternative presentation of sound? (inclusive force feedback?)
>
> When not, maybe the term "Sound Alternative" is better?
> Sound Alternative includes [CC], icons, graphics and force
feedback, ... ?
>
> Best regards,
> Sandra
As far as I know the term closed captioning includes information
about
all pertinent sounds that are present in the movie or game. For
example, if there were sounds from the underbrush on the right, the
caption bar would indicate what the sounds are and where from.

Sub-titles on the other hand only include reproducing speech
components.

Eleanor Robinson
7-128 Software
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