[games_access] Regarding Switches
sandra_uhling at web.de
Sun May 8 04:12:37 EDT 2011
I learnt that it is wrong to think in this way:
One Switch = One Switch Input = One Switch Gameplay
With AT we can have also this:
One Switch = One Switch Input + AT = complex gameplay
The big question is:
When can we use what?
* Difficulty (using AT needs training)
* Availability (AT can cost LOTS of money)
And then the next question is:
How do we realize it?
It would be awesome when MS could implement the ScanMouse into Windows.
But I am wondering what will happen when a program uses also the GPU?
One Switch Gameplay:
This does not mean that the input is very easy, it can be complex too.
AND it is fun!
Von: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] Im
Auftrag von Tim Holt
Gesendet: Sonntag, 8. Mai 2011 06:07
An: blazeeagle at suddenlink.net; IGDA Games Accessibility SIG Mailing List
Betreff: Re: [games_access] Regarding Switches
In a nutshell, switches are just alternate input devices that can emulate a
mouse or keyboard click on a computer - nothing more. No special commands
or signals come from them. As a developer, if you can make a game that
works just with the spacebar (for example), you've got a game that can work
with a switch.
On Sat, May 7, 2011 at 9:02 PM, <blazeeagle at suddenlink.net> wrote:
Is there a website with reviews of switches to make games more
Switches are often referred to, but Is there a informative,
reasonably information packed site about switches that can act as a good
introduction to switches?
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