From thomas at westin.nu Tue Apr 1 03:33:01 2014 From: thomas at westin.nu (Thomas Westin) Date: Tue, 1 Apr 2014 09:33:01 +0200 Subject: [games_access] The SIG website Message-ID: Hi all, Following the great year for game accessibility at GDC there are a number of things going forward. First things first though. It recently came to our attention that parts of the community are not aware of our main web site: igda-gasig.org Please, use this site as reference, not the various blogs, twitters, forums etc. Since the SIG started in 2003, the SIG web presence has been a volunteer-based, organic thing (just as the SIG itself). We want to stay that way, but we need to take care of the garden too :) In line with this, some of the channels has been removed from the main website for now. If there are any accessibility issues with the main web site please let me know. Best regards, Thomas co-chair -------------- next part -------------- An HTML attachment was scrubbed... URL: From franco.garcia at dc.ufscar.br Sun Apr 6 10:26:47 2014 From: franco.garcia at dc.ufscar.br (Franco =?utf-8?b?RXVzw6liaW8=?= Garcia) Date: Sun, 06 Apr 2014 11:26:47 -0300 Subject: [games_access] Looking for Feedback regarding a Game Engine For Accessible Games Message-ID: <20140406112647.Horde.lMxgm14AeDqWoLCQUNfbtA7@webmail.dc.ufscar.br> Hello, My name is Franco Eus?bio Garcia. I am a Masters Student at the Federal University of S?o Carlos, Brazil. English is not my mother language, so I apologize for any grammar or spelling errors. In the last few years, I have been studying game accessibility projects. I think it is very rewarding to enable people to play, as digital games are a hobby of mine since I was a kid. Last year, I have started working with Universal Design and found Universally-Accessible Games (UA-Games). As a software engineer, I been trying to find a flexible way to provide run-time tailoring to the game. I have combined different existing approaches in the Game Development Literature trying to achieve a method that isolates the game logic from the game interaction. These approaches include implementation strategies created for conventional and accessible games. My method allows implement the game such as described by the Unified Design (a framework do design UA-Games). The game logic and, thus the entire game simulation, is free from physical-level interactions. As the game logic does not have any mention to any IO, it is possible to specialize the game interaction to suit user interaction needs. I have been implementing a game engine (UGE) that, although currently immature and proof of concept, illustrates the potential of the chosen approaches. Instead of ?code once, deploy everywhere? trend, my engine motto could be something like ?code once, enable everyone?. Unfortunately, it is not automatic, as achieving good game accessibility is a hard problem. However, the engine is becoming interesting - the combination of the approaches have potential to allow games to reach many of ?Best Practice? of Includification (), for instance. For a quick, illustrated description of UGE approach, please refer to UGE in a Nutshell at? (PowerPoint) or (PDF) at . I am looking for feedback to improve it and have an opinion regarding my architectural choices and their utilities and interest to programmers and designers. The prototypes are very raw at the moment. They are also proof of concept and illustrate how the profiles are customizable and that specializing the game for one disability can improve the game for other profiles as well. As the engine is data and event-driven, it promotes code and implementation reuse. The player profiles are XML resources, which allow changing many aspects of the game interaction without modifying the code. To avoid repeating myself (and making this message even longer :), I sent a description at: . Should you be interested in checking it out and providing feedback, it would be great as it would allow me improve it. Should you have any questions or comments, please email me at or reply to this message. Kind regards, Franco -------------- next part -------------- An HTML attachment was scrubbed... URL: From steve at ablegamers.com Sun Apr 6 11:21:38 2014 From: steve at ablegamers.com (Steve Spohn) Date: Sun, 6 Apr 2014 11:21:38 -0400 Subject: [games_access] Looking for Feedback regarding a Game Engine For Accessible Games In-Reply-To: <20140406112647.Horde.lMxgm14AeDqWoLCQUNfbtA7@webmail.dc.ufscar.br> References: <20140406112647.Horde.lMxgm14AeDqWoLCQUNfbtA7@webmail.dc.ufscar.br> Message-ID: Hi Franco! Your project is amazing. I'm really proud that you decided to use the practical game accessibility guidelines of Includification. Many try to adhere to these guidelines already, therefore, an engine that could meet the entire level I of accessibility for all disabilities with very little coding effort would be a project the entire game accessibility movement would be behind. In particular, AbleGamers would love to help any way we can. We have some in-house accessibility experts who are some of the top developers in the industry. Shoot me some details and I will get you in contact with those developers. Thanks again for your great work! Steve On Sun, Apr 6, 2014 at 10:26 AM, Franco Eus?bio Garcia < franco.garcia at dc.ufscar.br> wrote: > Hello, > > My name is Franco Eus?bio Garcia. I am a Masters Student at the Federal > University of S?o Carlos, Brazil. English is not my mother language, so I > apologize for any grammar or spelling errors. > > > In the last few years, I have been studying game accessibility projects. I > think it is very rewarding to enable people to play, as digital games are a > hobby of mine since I was a kid. > > Last year, I have started working with Universal Design and found > Universally-Accessible Games (UA-Games). As a software engineer, I been > trying to find a flexible way to provide run-time tailoring to the game. > I have combined different existing approaches in the Game Development > Literature trying to achieve a method that isolates the game logic from the > game interaction. These approaches include implementation strategies > created for conventional and accessible games. > > My method allows implement the game such as described by the Unified > Design (a framework do design UA-Games). The game logic and, thus the > entire game simulation, is free from physical-level interactions. > As the game logic does not have any mention to any IO, it is possible to > specialize the game interaction to suit user interaction needs. > > > I have been implementing a game engine (UGE) that, although currently > immature and proof of concept, illustrates the potential of the chosen > approaches. Instead of "code once, deploy everywhere" trend, my engine > motto could be something like "code once, enable everyone". > Unfortunately, it is not automatic, as achieving good game accessibility > is a hard problem. > However, the engine is becoming interesting - the combination of the > approaches have potential to allow games to reach many of "Best Practice" > of Includification (), for instance. > > > For a quick, illustrated description of UGE approach, please refer to UGE > in a Nutshell at (PowerPoint) < > https://github.com/francogarcia/uge/raw/master/doc/UGE%20in%20a%20Nutshell.pptx> > or (PDF) at < > https://github.com/francogarcia/uge-evaluation/raw/master/Support%20Material/UGE%20-%20UGE%20in%20a%20Nutshell.pdf > >. > > > I am looking for feedback to improve it and have an opinion regarding my > architectural choices and their utilities and interest to programmers and > designers. The prototypes are very raw at the moment. > They are also proof of concept and illustrate how the profiles are > customizable and that specializing the game for one disability can improve > the game for other profiles as well. As the engine is data and > event-driven, it promotes code and implementation reuse. > The player profiles are XML resources, which allow changing many aspects > of the game interaction without modifying the code. > > > To avoid repeating myself (and making this message even longer :), I sent > a description at: < > http://www.gamedev.net/topic/655200-looking-for-feedback-regarding-a-game-engine-for-accessible-games/ > >. > Should you be interested in checking it out and providing feedback, it > would be great as it would allow me improve it. > > > Should you have any questions or comments, please email me at < > franco.garcia at dc.ufscar.br> or reply to this message. > > > Kind regards, > Franco > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > -- Steve Spohn *Chief Operations Officer* AbleGamers Charity AbleGamers.com | Facebook | Twitter Read the award-winning, critically acclaimed set of game accessibility guidelines for developers to create mainstream games that are accessible to *everyone*: Includification.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From franco.garcia at dc.ufscar.br Sun Apr 6 15:31:20 2014 From: franco.garcia at dc.ufscar.br (Franco =?utf-8?b?RXVzw6liaW8=?= Garcia) Date: Sun, 06 Apr 2014 16:31:20 -0300 Subject: [games_access] Looking for Feedback regarding a Game Engine For Accessible Games In-Reply-To: References: <20140406112647.Horde.lMxgm14AeDqWoLCQUNfbtA7@webmail.dc.ufscar.br> Message-ID: <20140406163120.Horde.Sq-pPa7-6F-lIQuAIdq_qw2@webmail.dc.ufscar.br> Hello, Steve, Wow. This is both amazing and scary. (I apologize for the very long message) > Your project is amazing. I'm really proud that you decided to use > the practical game accessibility guidelines of Includification. Many > try to adhere to these guidelines already, therefore, an engine that > could meet the entire level I of accessibility for all disabilities > with very little coding effort would be a project the entire game > accessibility movement would be behind. Excluding from friends, this is the first serious response I have ever gotten since I tried getting feedback, and it is from one of the authors of Includification himself! First, I would like to thank you for your great work. AbleGamers? resources have helped me a lot since I have started. Another very useful resource was . I have read papers from most (if not all) of the authors. I am the one who is thankful here, as I stand over the shoulders of giants. :) > In particular, AbleGamers would love to help any way we can. We have > some in-house accessibility experts who are some of the top > developers in the industry. Shoot me some details and I will get you > in contact with those developers. This would be amazing! All I need all the feedback I can have. So far, this has been a one-man project. It would be incredible to have such world-class talent helping us. I was having a very hard time getting feedback here in Brazil and even on programmer?s forums. I am adding my advisor to the e-mail, as she may help defining a better way to evaluate the project. I can share more technical details should you wish, I just ask your comprehension as most of this is still unpublished. Our dream is allowing people who would have a hard time interacting in the real world to have a connection within a game. We are slowly working towards it. :) Here we are also having a hard time getting users to test the prototypes, due to bureaucracy. This is one of the reasons the prototypes are so low level at the moment. Due to this, I have been working mostly on technical aspects. More here in a second. > an engine that could meet the entire level I of accessibility for > all disabilities with very little coding effort would be a project > the entire game accessibility movement would be behind. Ooops, my motto would be for an ideal day. As it is written in Includification itself, creating a fully UA-Game is a dream ? especially when we consider the seriousness of cognitive disabilities. I apologize if I was misleading ? let us say it is technically correct after a point. Please allow me to explain. I would not say with very little or coding effort; however, it is with decreasingly effort. It is a very iterative process. As I wrote at GameDev.net, we are currently considering very simple games, such as Pong, Snake and Space Invaders as case studies. Space Invaders is a nice case study because of games such as Access Invaders. I strongly believe the approach is very flexible ? it works really well for simpler games. We are working from ground-up, slowly increasing the difficult of the games and trying to find out where it will take us. With the approach, it is possible to implement the game logic in a way it is completely IO-free. This means it is possible to specialize the game at a later step to implement the interaction. I can provide a high-level description the approach if you would like. It would be incredible to have feedback from more experienced developers. Section 7.2 of the Developer?s Guide. For the first few profiles, there will be many features to implement. This is reduced the more profiles we have ? as I wrote, it is a very iterative process. For instance, let us consider the Space Invaders example. For a first implementation, we could focus on a traditional game for average users. This makes developers more comfortable to create and debug the game. Our first implementation creates the IO-free game logic. This game logic is extremely event based. Everything that could be important to the game logic or have an important side effect should trigger an event. Think as the IO-free game logic as a meta-game or a game template that can become anything later on ? it contains the entire game simulation. The game logic is then specialized during run-time to create the game view (with IO components and event handlers). The game view adds input and output devices to define how the user interacts with the game. For our average user profile, one possibility would be to add graphics and sounds to the game output and using a keyboard for the game input. The IO choice is not defined in the codebase, however. It goes to a profile. The game engine parses the profile and chooses the IO it should create according to the parsed data. For the user point of view, he/she is playing a complete game. The developers, however, have a template to the next iterations. After one implementation is ready, we can start thinking on a second. This time, we address a different interaction need. Let us consider, for instance, color blindness. As the game logic is already implemented, we can focus only on the defining the interaction for the profile. For simplicity, let us assume it is only necessary to change the color of a model or a texture. This is possible to do with the player profile: it is just necessary to change values. There is no need to create or change an existing game view. As this change did not required introducing new code, it is possible to add it to a profile list and just re-run the game. After this, let us add a third profile ? low vision this time. We can use everything we defined above without changing the code or we can code a new game view. Once again, for simplicity, let us consider just changing the models? size and gameplay speed are sufficient; let us add input mapping to it. Once again, this can be done at profile level, as they only modify the components? data, and requires no change. For a fourth profile, let us consider a profile for blindness. This time, we will need audio-only game interaction. What we have so far for the average user is not enough to cover the disability this time. Let us assume the input is good enough. We develop a completely new output for this game. For instance, an entire 3D audio presentation of the game, maybe using a different perspective. This presentation use events and components only. Many audio-only games use event-driven architectures (for instance, Top Speed 3), which is reassuring. At this point, do you remember all the events we have defined in the first implementation? They come at hand here. We are not starting an audio-only presentation ? we have beforehand defined many of the important points and times to provide feedback! There will be required implicit feedback we had not thought before; for instance, consider a ping-pong ball bouncing on a wall. As the graphics indirectly offered feedback for it (we could see the collision), we forgot this one. The game-logic is already implemented; we just send a new event. Once we are done, the presentation can be used by all the previous profiles. This means we added a new profile and made the low vision profile potentially much more accessible. The other profiles benefit from improved gameplay due to the better audio immerson. Finally, we add a fifth profile, this time addressing motor impairment. The current input schema is not suitable yet. We create a new game controller for which provides automation for one game command (let us say, movement) and make the game use a single button. Like with audio presentation, all of the previous profiles can now use this new controller as well. However, there is more. As the profiles are text based and IO is defined during run-time, we can create a tailored one using all the existing events, components and controllers we defined so far. This time, without changing the code, it is possible to create a profile using the extra-large models of the low vision profile, combined with the aural gameplay of the blindness profile and the movement automation of the motor impaired profile. Suddenly, we might enable more users to play. This means every new component or event handler we created improves the game for someone. Maybe it enables someone new to play. And the more we have, the better the change to provide an accessible experience. So far, we have only considered using events and components. Let us add a scripting language such as Lua to improve this tenfold. :) If the game-logic is implemented in Lua? Well, now we also have the option to load a new script during run-time and redefine problematic aspects of game play. Well, that was a very long message. I hope it was somewhat enjoyable. It would be easier to describe it as an algorithm, but alas. Finally, I have yet another favor to ask you: would you kindly give me permission to quote your message? I have yet to finish writing my dissertation (April 15) and defend my Master's. It would be awesome to add a statement of someone as important as you to the monograph. Thanks for your help in advance! Best regards, Franco From michellehinn at gmail.com Sun Apr 6 16:08:30 2014 From: michellehinn at gmail.com (Michelle Hinn) Date: Sun, 6 Apr 2014 16:08:30 -0400 Subject: [games_access] Looking for Feedback regarding a Game Engine For Accessible Games In-Reply-To: <20140406163120.Horde.Sq-pPa7-6F-lIQuAIdq_qw2@webmail.dc.ufscar.br> References: <20140406112647.Horde.lMxgm14AeDqWoLCQUNfbtA7@webmail.dc.ufscar.br> <20140406163120.Horde.Sq-pPa7-6F-lIQuAIdq_qw2@webmail.dc.ufscar.br> Message-ID: Welcome to the SIG, Franco! I hope that your project is extremely successful and that others as well, like Steve already has, can comment and help where needed! Sounds like you are off to a great start! :) Cheers, Michelle Co-Chair, IGDA Game Accessibility SIG On Sun, Apr 6, 2014 at 3:31 PM, Franco Eus?bio Garcia < franco.garcia at dc.ufscar.br> wrote: > Hello, Steve, > > Wow. This is both amazing and scary. (I apologize for the very long > message) > > > Your project is amazing. I'm really proud that you decided to use the >> practical game accessibility guidelines of Includification. Many try to >> adhere to these guidelines already, therefore, an engine that could meet >> the entire level I of accessibility for all disabilities with very little >> coding effort would be a project the entire game accessibility movement >> would be behind. >> > > Excluding from friends, this is the first serious response I have ever > gotten since I tried getting feedback, and it is from one of the authors of > Includification himself! > > > First, I would like to thank you for your great work. AbleGamers' > resources have helped me a lot since I have started. Another very useful > resource was . I have read > papers from most (if not all) of the authors. > > I am the one who is thankful here, as I stand over the shoulders of > giants. :) > > > In particular, AbleGamers would love to help any way we can. We have some >> in-house accessibility experts who are some of the top developers in the >> industry. Shoot me some details and I will get you in contact with those >> developers. >> > > > This would be amazing! All I need all the feedback I can have. > So far, this has been a one-man project. It would be incredible to have > such world-class talent helping us. I was having a very hard time getting > feedback here in Brazil and even on programmer's forums. > > I am adding my advisor to the e-mail, as she may help defining a better > way to evaluate the project. > I can share more technical details should you wish, I just ask your > comprehension as most of this is still unpublished. > > Our dream is allowing people who would have a hard time interacting in the > real world to have a connection within a game. We are slowly working > towards it. :) > Here we are also having a hard time getting users to test the prototypes, > due to bureaucracy. This is one of the reasons the prototypes are so low > level at the moment. Due to this, I have been working mostly on technical > aspects. More here in a second. > > > > an engine that could meet the entire level I of accessibility for all >> disabilities with very little coding effort would be a project the entire >> game accessibility movement would be behind. >> > > Ooops, my motto would be for an ideal day. As it is written in > Includification itself, creating a fully UA-Game is a dream - especially > when we consider the seriousness of cognitive disabilities. > > I apologize if I was misleading - let us say it is technically correct > after a point. Please allow me to explain. > > > I would not say with very little or coding effort; however, it is with > decreasingly effort. It is a very iterative process. As I wrote at > GameDev.net, we are currently considering very simple games, such as Pong, > Snake and Space Invaders as case studies. Space Invaders is a nice case > study because of games such as Access Invaders. > > > I strongly believe the approach is very flexible - it works really well > for simpler games. We are working from ground-up, slowly increasing the > difficult of the games and trying to find out where it will take us. > > With the approach, it is possible to implement the game logic in a way it > is completely IO-free. This means it is possible to specialize the game at > a later step to implement the interaction. I can provide a high-level > description the approach if you would like. It would be incredible to have > feedback from more experienced developers. Section 7.2 of the Developer's > Guide. > > > For the first few profiles, there will be many features to implement. This > is reduced the more profiles we have - as I wrote, it is a very iterative > process. For instance, let us consider the Space Invaders example. > > > For a first implementation, we could focus on a traditional game for > average users. This makes developers more comfortable to create and debug > the game. > > Our first implementation creates the IO-free game logic. This game logic > is extremely event based. Everything that could be important to the game > logic or have an important side effect should trigger an event. Think as > the IO-free game logic as a meta-game or a game template that can become > anything later on - it contains the entire game simulation. > > The game logic is then specialized during run-time to create the game view > (with IO components and event handlers). The game view adds input and > output devices to define how the user interacts with the game. For our > average user profile, one possibility would be to add graphics and sounds > to the game output and using a keyboard for the game input. > > The IO choice is not defined in the codebase, however. It goes to a > profile. The game engine parses the profile and chooses the IO it should > create according to the parsed data. > > > For the user point of view, he/she is playing a complete game. The > developers, however, have a template to the next iterations. > > > After one implementation is ready, we can start thinking on a second. This > time, we address a different interaction need. Let us consider, for > instance, color blindness. > > As the game logic is already implemented, we can focus only on the > defining the interaction for the profile. For simplicity, let us assume it > is only necessary to change the color of a model or a texture. This is > possible to do with the player profile: it is just necessary to change > values. There is no need to create or change an existing game view. > > As this change did not required introducing new code, it is possible to > add it to a profile list and just re-run the game. > > After this, let us add a third profile - low vision this time. We can use > everything we defined above without changing the code or we can code a new > game view. Once again, for simplicity, let us consider just changing the > models' size and gameplay speed are sufficient; let us add input mapping to > it. > Once again, this can be done at profile level, as they only modify the > components' data, and requires no change. > > > For a fourth profile, let us consider a profile for blindness. This time, > we will need audio-only game interaction. What we have so far for the > average user is not enough to cover the disability this time. Let us assume > the input is good enough. > > We develop a completely new output for this game. For instance, an entire > 3D audio presentation of the game, maybe using a different perspective. > This presentation use events and components only. Many audio-only games use > event-driven architectures (for instance, Top Speed 3), which is reassuring. > At this point, do you remember all the events we have defined in the first > implementation? They come at hand here. We are not starting an audio-only > presentation - we have beforehand defined many of the important points and > times to provide feedback! > There will be required implicit feedback we had not thought before; for > instance, consider a ping-pong ball bouncing on a wall. As the graphics > indirectly offered feedback for it (we could see the collision), we forgot > this one. The game-logic is already implemented; we just send a new event. > > > Once we are done, the presentation can be used by all the previous > profiles. This means we added a new profile and made the low vision profile > potentially much more accessible. The other profiles benefit from improved > gameplay due to the better audio immerson. > > > Finally, we add a fifth profile, this time addressing motor impairment. > The current input schema is not suitable yet. We create a new game > controller for which provides automation for one game command (let us say, > movement) and make the game use a single button. > > Like with audio presentation, all of the previous profiles can now use > this new controller as well. > > > However, there is more. As the profiles are text based and IO is defined > during run-time, we can create a tailored one using all the existing > events, components and controllers we defined so far. This time, without > changing the code, it is possible to create a profile using the extra-large > models of the low vision profile, combined with the aural gameplay of the > blindness profile and the movement automation of the motor impaired profile. > > > Suddenly, we might enable more users to play. This means every new > component or event handler we created improves the game for someone. Maybe > it enables someone new to play. And the more we have, the better the change > to provide an accessible experience. > > So far, we have only considered using events and components. Let us add a > scripting language such as Lua to improve this tenfold. :) > If the game-logic is implemented in Lua... Well, now we also have the option > to load a new script during run-time and redefine problematic aspects of > game play. > > Well, that was a very long message. > I hope it was somewhat enjoyable. It would be easier to describe it as an > algorithm, but alas. > > > Finally, I have yet another favor to ask you: would you kindly give me > permission to quote your message? > I have yet to finish writing my dissertation (April 15) and defend my > Master's. > It would be awesome to add a statement of someone as important as you to > the monograph. > > > Thanks for your help in advance! > Best regards, > > Franco > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at westin.nu Sun Apr 6 16:57:13 2014 From: thomas at westin.nu (Thomas Westin) Date: Sun, 6 Apr 2014 22:57:13 +0200 Subject: [games_access] Looking for Feedback regarding a Game Engine For Accessible Games In-Reply-To: <20140406112647.Horde.lMxgm14AeDqWoLCQUNfbtA7@webmail.dc.ufscar.br> References: <20140406112647.Horde.lMxgm14AeDqWoLCQUNfbtA7@webmail.dc.ufscar.br> Message-ID: <04859A38-6D16-47BB-AF7F-0B1D4C8E8229@westin.nu> Hi Franco, I?ve just skimmed through the information and I think it is great to have you here; This is related to my research interest so I find this very interesting. It is related to http://gameaccessibilitycode.com I will look into your presentations during the week and give some better feedback. Best regards Thomas 6Apr 2014 kl. 16:26 skrev Franco Eus?bio Garcia : > Hello, > > My name is Franco Eus?bio Garcia. I am a Masters Student at the Federal University of S?o Carlos, Brazil. English is not my mother language, so I apologize for any grammar or spelling errors. > > > In the last few years, I have been studying game accessibility projects. I think it is very rewarding to enable people to play, as digital games are a hobby of mine since I was a kid. > > Last year, I have started working with Universal Design and found Universally-Accessible Games (UA-Games). As a software engineer, I been trying to find a flexible way to provide run-time tailoring to the game. > I have combined different existing approaches in the Game Development Literature trying to achieve a method that isolates the game logic from the game interaction. These approaches include implementation strategies created for conventional and accessible games. > > My method allows implement the game such as described by the Unified Design (a framework do design UA-Games). The game logic and, thus the entire game simulation, is free from physical-level interactions. > As the game logic does not have any mention to any IO, it is possible to specialize the game interaction to suit user interaction needs. > > > I have been implementing a game engine (UGE) that, although currently immature and proof of concept, illustrates the potential of the chosen approaches. Instead of ?code once, deploy everywhere? trend, my engine motto could be something like ?code once, enable everyone?. > Unfortunately, it is not automatic, as achieving good game accessibility is a hard problem. > However, the engine is becoming interesting - the combination of the approaches have potential to allow games to reach many of ?Best Practice? of Includification (), for instance. > > > For a quick, illustrated description of UGE approach, please refer to UGE in a Nutshell at (PowerPoint) or (PDF) at . > > > I am looking for feedback to improve it and have an opinion regarding my architectural choices and their utilities and interest to programmers and designers. The prototypes are very raw at the moment. > They are also proof of concept and illustrate how the profiles are customizable and that specializing the game for one disability can improve the game for other profiles as well. As the engine is data and event-driven, it promotes code and implementation reuse. > The player profiles are XML resources, which allow changing many aspects of the game interaction without modifying the code. > > > To avoid repeating myself (and making this message even longer :), I sent a description at: . > Should you be interested in checking it out and providing feedback, it would be great as it would allow me improve it. > > > Should you have any questions or comments, please email me at or reply to this message. > > > Kind regards, > Franco > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From franco.garcia at dc.ufscar.br Sun Apr 6 17:29:56 2014 From: franco.garcia at dc.ufscar.br (Franco =?utf-8?b?RXVzw6liaW8=?= Garcia) Date: Sun, 06 Apr 2014 18:29:56 -0300 Subject: [games_access] Looking for Feedback regarding a Game Engine For Accessible Games In-Reply-To: <04859A38-6D16-47BB-AF7F-0B1D4C8E8229@westin.nu> References: <20140406112647.Horde.lMxgm14AeDqWoLCQUNfbtA7@webmail.dc.ufscar.br> <04859A38-6D16-47BB-AF7F-0B1D4C8E8229@westin.nu> Message-ID: <20140406182956.Horde.OwpLDprdlI8Ew6Psi6Vaww1@webmail.dc.ufscar.br> > Welcome to the SIG, Franco! I hope that your project is extremely > successful and that others as well, like Steve already has, can > comment and help where needed! Sounds like you are off to a great > start! :) Thank you, Michelle! Hopefully we will be able to enable more kids to play enjoy games - alone and with their friends or family! > This is related to my research interest so I find this very > interesting. It is related to http://gameaccessibilitycode.com I > will look into your presentations during the week and give some > better feedback. Thank you, Thomas! It is really nice you have a repository for ready to use accessible features. Hopefully it will grown into a full accessibility API. Should you wish to view my source code, the repository is available at: . Just be warned it is proof of concept. The full documentation (Developer's Guide) is currently incomplete. It is available at the 'doc' directory (direct link: ). As I have said in the first message, my demos are very raw and currently not accessible to the profiles. However, they show the potential of the approach. For instance, if you check the commit history on April 2, it is possible to note how little the code changes to add a new profile. If I re-factor the code using a factory, it will be even less. For a truly accessible it would be larger; however, the game logic would not change. I should had created a repository to show the differences in the profiles as well. To see what changed, check Section 7.2 of the Developer's Guide. This guide describes an step by step way to use UGE to create a game. For the run-time tailoring part, refer to Section 7.2.8. The XML resources describe what components or events should be attached or enabled to the profile. Thanks everyone! Kind regards, Franco From i_h at hotmail.com Sun Apr 6 19:11:16 2014 From: i_h at hotmail.com (Ian Hamilton) Date: Mon, 7 Apr 2014 00:11:16 +0100 Subject: [games_access] Looking for Feedback regarding a Game Engine For Accessible Games (Franco Eus?bio Garcia) In-Reply-To: References: Message-ID: Hi Franco, nice to meet you! By UA games I assume you're talking about Dimitris' work? If so I've seen usage stats of mainstream games that are entirely based on the principles in Dimitris' UA games paper (although I'm not allowed to share the data unfortunately) and it can work fantastically well. I've seen completely life changing benefits for people with profound cognitive impairment that have been made possible solely through UA games principles, allowing mainstream mechanics to be customised to some really quite extreme individual needs, people who traditional business cases don't support. And it is not only useful for people with impairments, the stats show that the individual customisation is used by many more people on top of that, simply because people in general have different needs, motivations and abilities. However there are some constraints on how much is possible solely through using the UA games principles, particularly for more complex games. One example being resulting interface complexity (even for very simple games), meaning that too many options and too much customisation can actually make a game less accessible rather than more accessible. So you still really need to have as widely accessible a default design as possible and use customisation as an enhancement, rather than rely on it exclusively. Or in other words, strive towards getting as close to the unobtainable goal of universal design as possible, and combine that with carefully chosen customisation. But that aside, you're absolutely right, it's a really important and effective principle and makes a huge difference. Not just for simple games but in AAAs too. The fact that it is even possible is something that makes accessibility in games pretty unique in the wider field of accessibility. A nice reference for your dissertation might be FIFA 13, which is a great example of the benefits of allowing people access to some of the variables that are already there sitting beneath the surface. Steve's review of it is worth checking out if you haven't seen it already: http://community.ablegamers.com/PC/fifa-13-pc.html. For examples of gameplay that can work without any or with greatly reduced input, have you looked at the autopilot mode in New Super Mario Bros Wii, or the automatic option in Bayonetta's easy/super easy mode? In the nutshell document you mention an example prototype of a UA-game bundled with the engine source code, do you have a separate and compiled version of the prototype? Also what kind of bureaucracy are you facing with the testing? Ian > ------------------------------ > > Message: 3 > Date: Sun, 06 Apr 2014 16:31:20 -0300 > From: Franco Eus?bio Garcia > Subject: Re: [games_access] Looking for Feedback regarding a Game > Engine For Accessible Games > To: IGDA Games Accessibility SIG Mailing List > Message-ID: > <20140406163120.Horde.Sq-pPa7-6F-lIQuAIdq_qw2 at webmail.dc.ufscar.br> > Content-Type: text/plain; charset=UTF-8; format=flowed; DelSp=Yes > > Hello, Steve, > > Wow. This is both amazing and scary. (I apologize for the very long message) > > > Your project is amazing. I'm really proud that you decided to use > > the practical game accessibility guidelines of Includification. Many > > try to adhere to these guidelines already, therefore, an engine that > > could meet the entire level I of accessibility for all disabilities > > with very little coding effort would be a project the entire game > > accessibility movement would be behind. > > Excluding from friends, this is the first serious response I have ever > gotten since I tried getting feedback, and it is from one of the > authors of Includification himself! > > > First, I would like to thank you for your great work. AbleGamers? > resources have helped me a lot since I have started. Another very > useful resource was . I have > read papers from most (if not all) of the authors. > > I am the one who is thankful here, as I stand over the shoulders of giants. :) > > > In particular, AbleGamers would love to help any way we can. We have > > some in-house accessibility experts who are some of the top > > developers in the industry. Shoot me some details and I will get you > > in contact with those developers. > > > This would be amazing! All I need all the feedback I can have. > So far, this has been a one-man project. It would be incredible to > have such world-class talent helping us. I was having a very hard time > getting feedback here in Brazil and even on programmer?s forums. > > I am adding my advisor to the e-mail, as she may help defining a > better way to evaluate the project. > I can share more technical details should you wish, I just ask your > comprehension as most of this is still unpublished. > > Our dream is allowing people who would have a hard time interacting in > the real world to have a connection within a game. We are slowly > working towards it. :) > Here we are also having a hard time getting users to test the > prototypes, due to bureaucracy. This is one of the reasons the > prototypes are so low level at the moment. Due to this, I have been > working mostly on technical aspects. More here in a second. > > > > an engine that could meet the entire level I of accessibility for > > all disabilities with very little coding effort would be a project > > the entire game accessibility movement would be behind. > > Ooops, my motto would be for an ideal day. As it is written in > Includification itself, creating a fully UA-Game is a dream ? > especially when we consider the seriousness of cognitive disabilities. > > I apologize if I was misleading ? let us say it is technically correct > after a point. Please allow me to explain. > > > I would not say with very little or coding effort; however, it is with > decreasingly effort. It is a very iterative process. As I wrote at > GameDev.net, we are currently considering very simple games, such as > Pong, Snake and Space Invaders as case studies. Space Invaders is a > nice case study because of games such as Access Invaders. > > > I strongly believe the approach is very flexible ? it works really > well for simpler games. We are working from ground-up, slowly > increasing the difficult of the games and trying to find out where it > will take us. > > With the approach, it is possible to implement the game logic in a way > it is completely IO-free. This means it is possible to specialize the > game at a later step to implement the interaction. I can provide a > high-level description the approach if you would like. It would be > incredible to have feedback from more experienced developers. Section > 7.2 of the Developer?s Guide. > > > For the first few profiles, there will be many features to implement. > This is reduced the more profiles we have ? as I wrote, it is a very > iterative process. For instance, let us consider the Space Invaders > example. > > > For a first implementation, we could focus on a traditional game for > average users. This makes developers more comfortable to create and > debug the game. > > Our first implementation creates the IO-free game logic. This game > logic is extremely event based. Everything that could be important to > the game logic or have an important side effect should trigger an > event. Think as the IO-free game logic as a meta-game or a game > template that can become anything later on ? it contains the entire > game simulation. > > The game logic is then specialized during run-time to create the game > view (with IO components and event handlers). The game view adds input > and output devices to define how the user interacts with the game. For > our average user profile, one possibility would be to add graphics and > sounds to the game output and using a keyboard for the game input. > > The IO choice is not defined in the codebase, however. It goes to a > profile. The game engine parses the profile and chooses the IO it > should create according to the parsed data. > > > For the user point of view, he/she is playing a complete game. The > developers, however, have a template to the next iterations. > > > After one implementation is ready, we can start thinking on a second. > This time, we address a different interaction need. Let us consider, > for instance, color blindness. > > As the game logic is already implemented, we can focus only on the > defining the interaction for the profile. For simplicity, let us > assume it is only necessary to change the color of a model or a > texture. This is possible to do with the player profile: it is just > necessary to change values. There is no need to create or change an > existing game view. > > As this change did not required introducing new code, it is possible > to add it to a profile list and just re-run the game. > > After this, let us add a third profile ? low vision this time. We can > use everything we defined above without changing the code or we can > code a new game view. Once again, for simplicity, let us consider just > changing the models? size and gameplay speed are sufficient; let us > add input mapping to it. > Once again, this can be done at profile level, as they only modify the > components? data, and requires no change. > > > For a fourth profile, let us consider a profile for blindness. This > time, we will need audio-only game interaction. What we have so far > for the average user is not enough to cover the disability this time. > Let us assume the input is good enough. > > We develop a completely new output for this game. For instance, an > entire 3D audio presentation of the game, maybe using a different > perspective. This presentation use events and components only. Many > audio-only games use event-driven architectures (for instance, Top > Speed 3), which is reassuring. > At this point, do you remember all the events we have defined in the > first implementation? They come at hand here. We are not starting an > audio-only presentation ? we have beforehand defined many of the > important points and times to provide feedback! > There will be required implicit feedback we had not thought before; > for instance, consider a ping-pong ball bouncing on a wall. As the > graphics indirectly offered feedback for it (we could see the > collision), we forgot this one. The game-logic is already implemented; > we just send a new event. > > > Once we are done, the presentation can be used by all the previous > profiles. This means we added a new profile and made the low vision > profile potentially much more accessible. The other profiles benefit > from improved gameplay due to the better audio immerson. > > > Finally, we add a fifth profile, this time addressing motor > impairment. The current input schema is not suitable yet. We create a > new game controller for which provides automation for one game command > (let us say, movement) and make the game use a single button. > > Like with audio presentation, all of the previous profiles can now use > this new controller as well. > > > However, there is more. As the profiles are text based and IO is > defined during run-time, we can create a tailored one using all the > existing events, components and controllers we defined so far. This > time, without changing the code, it is possible to create a profile > using the extra-large models of the low vision profile, combined with > the aural gameplay of the blindness profile and the movement > automation of the motor impaired profile. > > > Suddenly, we might enable more users to play. This means every new > component or event handler we created improves the game for someone. > Maybe it enables someone new to play. And the more we have, the better > the change to provide an accessible experience. > > So far, we have only considered using events and components. Let us > add a scripting language such as Lua to improve this tenfold. :) > If the game-logic is implemented in Lua? Well, now we also have the > option to load a new script during run-time and redefine problematic > aspects of game play. > > Well, that was a very long message. > I hope it was somewhat enjoyable. It would be easier to describe it as > an algorithm, but alas. > > > Finally, I have yet another favor to ask you: would you kindly give me > permission to quote your message? > I have yet to finish writing my dissertation (April 15) and defend my > Master's. > It would be awesome to add a statement of someone as important as you > to the monograph. > > > Thanks for your help in advance! > Best regards, > Franco > > > > ------------------------------ > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > End of games_access Digest, Vol 125, Issue 2 > ******************************************** -------------- next part -------------- An HTML attachment was scrubbed... URL: From franco.garcia at dc.ufscar.br Sun Apr 6 20:30:26 2014 From: franco.garcia at dc.ufscar.br (Franco =?utf-8?b?RXVzw6liaW8=?= Garcia) Date: Sun, 06 Apr 2014 21:30:26 -0300 Subject: [games_access] Looking for Feedback regarding a Game Engine For Accessible Games (Franco Eus?bio Garcia) In-Reply-To: References: Message-ID: <20140406213026.Horde.0mPc003tnN362wnOgC4KdQ1@webmail.dc.ufscar.br> Hello, Ian! The pleasure is all mine. This is quite incredible, as your work have also helped me. Thank you for your work and your guidelines ? and for the great response! You are absolutely correct on all your points. > By UA games I assume you're talking about Dimitris' work? Yes, you are correct - Dimitris Grammenos. > And it is not only useful for people with impairments, the stats > show that the individual customisation is used by many more people > on top of that, simply because people in general have different > needs, motivations and abilities. You are indeed correct. This is something we are trying to address with a very flexible player profile. Regardless of whether it is a game or a software, considering accessibility and usability during the design makes a better solution for everyone. I believe it is incredible the amount of interactions issues we find when we use a software considering a different perspective. This is even more interesting with games. Disable the graphics and suddenly we notice many different improvements we could make. We can implement these new features and improve the game for both situations. > However there are some constraints on how much is possible solely > through using the UA games principles, particularly for more complex > games. One example being resulting interface complexity (even for > very simple games), meaning that too many options and too much > customisation can actually make a game less accessible rather than > more accessible. So you still really need to have as widely > accessible a default design as possible and use customisation as an > enhancement, rather than rely on it exclusively. Or in other words, > strive towards getting as close to the unobtainable goal of > universal design as possible, and combine that with carefully chosen > customisation. This goes along with the ?no interface is the best interface? or less is more. Unfortunately, I do not remember where I have read it: someone once wrote the goal of the designer is to make choices for the user. Such as your comment, this is very spot on. The same applies to regular software ? presenting too many options to the user can be frightening. Depending on the number of options, even I, as programmer, become scared sometimes. That being said, I am an awful designer myself. I am slowly improving, though. :) > A nice reference for your dissertation might be FIFA 13, which is a > great example of the benefits of allowing people access to some of > the variables that are already there sitting beneath the surface. > Steve's review of it is worth checking out if you haven't seen it > already: http://community.ablegamers.com/PC/fifa-13-pc.html. Thanks for the resource! > For examples of gameplay that can work without any or with greatly > reduced input, have you looked at the autopilot mode in New Super > Mario Bros Wii, or the automatic option in Bayonetta's easy/super > easy mode? Yes, I have read about both of them. > In the nutshell document you mention an example prototype of a > UA-game bundled with the engine source code, do you have a separate > and compiled version of the prototype? I just compiled one here: . It has the ?works on my machine? seal of quality. Please tell me if you are unable to run it. (Note: if you die the game will crash as I did not handle the player?s death) As I said, the prototype by itself is pretty raw and un-accessible, as its goal was to provide an example for other programmers to evaluate the engine. It was an afternoon project to add to the documentation. Left, right arrow move, left, right button mouse fire. What is interesting to check are the profiles. In the data folder, go to ?config/player_profiles?. To change a profile, just uncomment a line of the ?active_profile.xml? and comment the remaining ones. Then, for instance, check the folder of a profile. Let us say, ?average_user?. In this folder, check the ?profile.xml? for a quick idea, then either the ?events? or ?entity? folder. The first allows you to enable/disable events to provide feedback. This is quite nice, as it reusing events handlers for different profiles. For instance, in ?aural_events.xml?, set them to true and re-run the game. There we go, audio feedback for shots and enemies destroyed. As events can be handled anywhere, it is always possible to define many different handlers and let the user choose them, if they wish. The second allows adding or removing components from the entities. In my IO-free game world, the game logic uses only non-output components. This means that we can always add a different output component without affect the logic (this simple example assumes a fix collision shape, although it would be possible to get a bounding box of the model, if wanted). Open ?spaceship.xml?. These are the specialization components. In this case, they made the spaceship stronger (change health to zero to crash the game) and provided the graphical output. Comment the OgreGraphicalComponent and see the spaceship vanish. If you wish, later uncomment it again and change the model to another one (for instance, to ?sphere.mesh?). Are the bullets underpowered? Just increase their firepower in the respective XML file. Then open the other profiles and see what changes in the events and entities. ?low vision? ? it changes the transform scale to offer extra-large graphics. Blindess changes the game perspective to first person and explores 3D audio ? add a graphical component to the entities should you wish to see them. Cognitive change speed. Motor uses the bad enemy AI to auto-control the ship. In some, you can also remap the game commands. I didn?t think I enabled this for each profile, which I apologize for. As I don?t remember for which I did, if you cannot change in the profile, change in ?data/game/commands? and change the ?default_command_mapping.xml? (?data/actors? have the IO-free entities, by the way). ?MB? is mouse button, ?KC? are key constants (keyboard keys). Should you wish to swap mouse for keyboard and vice-versa, just change the device then the ?input_value?. Please disregard accessibility issues and see how tailor-able the solution is ? in run-time! I think it is quite nice ? and that the engine it is shaping very well. I hope you do like it, too! :) Best regards, Franco From franco.garcia at dc.ufscar.br Sun Apr 6 21:39:06 2014 From: franco.garcia at dc.ufscar.br (Franco =?utf-8?b?RXVzw6liaW8=?= Garcia) Date: Sun, 06 Apr 2014 22:39:06 -0300 Subject: [games_access] Looking for Feedback regarding a Game Engine For Accessible Games (Franco Eus?bio Garcia) In-Reply-To: <20140406213026.Horde.0mPc003tnN362wnOgC4KdQ1@webmail.dc.ufscar.br> References: <20140406213026.Horde.0mPc003tnN362wnOgC4KdQ1@webmail.dc.ufscar.br> Message-ID: <20140406223906.Horde.WNGhtmPXHUsnau0lpHR0fQ1@webmail.dc.ufscar.br> > Please disregard accessibility issues and see how tailor-able the > solution is ? in run-time! This is quite contradictory; I mean, the issues with the prototype. Also, by run-time, you should read re-run, as I am not reloading the profile's data automatically whilst the game is being played. Although it could be possible with some Lua scripts. By tailor-able, I mean, you can modify the game changing only the profile and adding components. After all, this is a binary version and you did not touch the source. From franco.garcia at dc.ufscar.br Mon Apr 7 09:05:16 2014 From: franco.garcia at dc.ufscar.br (Franco =?utf-8?b?RXVzw6liaW8=?= Garcia) Date: Mon, 07 Apr 2014 10:05:16 -0300 Subject: [games_access] Looking for Feedback regarding a Game Engine For Accessible Games (Franco Eus?bio Garcia) In-Reply-To: References: Message-ID: <20140407100516.Horde.rgbCH1ecvSPURo9l80S1zg7@webmail.dc.ufscar.br> Hello, Ian and everyone! If anyone else want to try the prototype, I detailed a bit more on how to use the prototype in: . As I was trying to say in the last message, do not see the prototype as a full game ? consider it a tech demo. The download link to the binary is the same as in last message () - also in the page. It is a binary application - and, yet, you can still change the game with the profile. Everything described in the guide is done in the binary file. Thus, you will be able to repeat them there. Should you wish, you are all invited to perform the steps. It would be great to know whether this is a good approach or not. Thanks again! Franco From franco.garcia at dc.ufscar.br Wed Apr 9 10:40:58 2014 From: franco.garcia at dc.ufscar.br (Franco =?utf-8?b?RXVzw6liaW8=?= Garcia) Date: Wed, 09 Apr 2014 11:40:58 -0300 Subject: [games_access] Looking for Feedback regarding a Game Engine For Accessible Games In-Reply-To: <20140406112647.Horde.lMxgm14AeDqWoLCQUNfbtA7@webmail.dc.ufscar.br> References: <20140406112647.Horde.lMxgm14AeDqWoLCQUNfbtA7@webmail.dc.ufscar.br> Message-ID: <20140409114058.Horde.wTwub1CS0JqNZqlwdfMl2Q1@webmail.dc.ufscar.br> By the way, the same invitation made to Thomas applies to every one. Although it is a very raw tech demo, I think it is still very interesting to check (). The only requirement to use the demo is editing text files. It shows how my approach completely detach the IO from the game. Thus, basically, anything can be used as an input device or an output device. I might be wrong. However, supposing it does scale well, I think it might be a very nice step forward to universal access. From barrie.ellis at oneswitch.org.uk Thu Apr 10 01:28:07 2014 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 10 Apr 2014 06:28:07 +0100 Subject: [games_access] Deaf-Blind gaming possibilities Message-ID: Guessing most of you may have seen this clip: http://switchgaming.blogspot.co.uk/2014/04/tangible-media-deaf-blind-gaming.htm Looks like it could be a really interesting way in for deaf-blind-gamers for games and beyond. -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Thu Apr 10 03:15:08 2014 From: i_h at hotmail.com (Ian Hamilton) Date: 10 Apr 2014 00:15:08 -0700 Subject: [games_access] =?utf-8?q?Deaf-Blind_gaming_possibilities?= Message-ID: Here are two more nice examples of haptic / tactile game interfaces, firstly pong with X and Y coordinates translated into levels of vibration in two Xbox 360 pads: http://www.fdg2013.org/program/festival/sightlence.pdf Secondly Tetris, with the pieces shown by the raised pins on a refreshable Braille display: http://www.ndadamson.com/index.php?slab=dotris Also on the topic of Braille, this isn't related to digital gaming but might be of interest anyway. Traditionally blind-accessible card/tabletop games are highly expensive limited runs of a rare few games, such as this: http://www.maxiaids.com/products/526/Braille-and-Low-Vision-Monopoly.html Sighted avid collectors (magic the gathering etc) often put their cards in transparent plastic sleeves, to protect them from wear and tear, eg http://www.amazon.co.uk/gp/aw/d/B002K8I50W?pc_redir=1396965541&robot_redir=1 So someone has seen another possible use for the sleeves, they've had the genius idea of buying a braille embosser and embossing the card text as braille onto the sleeves, meaning that existing games can be adapted to order for a tiny cost, instead of the publishers having to making an expensive alternative version of the game, which is extremely rare. They're also adding stickers with QR codes on to the sleeves for more detailed information, and for other players they're also providing the option of sleeve stickers to essentially provide a colourblind mode, explaining any information that is conveyed by color alone. The possibility of adding a simple option to convey the information in an alternative way is pretty much taken for granted in digital, but it's great to see something like that in the physical world, where due to cost it normally has to be one size fits all. https://www.kickstarter.com/projects/64ouncegames/board-games-now-blind-accessible/ Ian ----- Reply message ----- From: "Barrie Ellis" To: "IGDA Games Accessibility SIG Mailing List" Subject: [games_access] Deaf-Blind gaming possibilities Date: Thu, Apr 10, 2014 06:28 Guessing most of you may have seen this clip: http://switchgaming.blogspot.co.uk/2014/04/tangible-media-deaf-blind-gaming.htm Looks like it could be a really interesting way in for deaf-blind-gamers for games and beyond. -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org From blindwolf8 at gmail.com Thu Apr 10 12:32:43 2014 From: blindwolf8 at gmail.com (Dan Fischbach) Date: Thu, 10 Apr 2014 12:32:43 -0400 Subject: [games_access] I'm in the Inquirer! - "Blindness is not insurmountable hurdle for techie" Message-ID: http://www.philly.com/philly/news/new_jersey/20140410_Infirmity_is_not_insurmountable_hurdle_for_techie.html Dan Fischbach, Net+, MCP W: danfischbach.com P: 609-458-7920 Proud NJIT (BS) and UCF/FIEA (MS) graduate Please consider the environment before printing this email -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at westin.nu Thu Apr 10 12:36:58 2014 From: thomas at westin.nu (Thomas Westin) Date: Thu, 10 Apr 2014 18:36:58 +0200 Subject: [games_access] I'm in the Inquirer! - "Blindness is not insurmountable hurdle for techie" In-Reply-To: References: Message-ID: <3E502283-8A9F-4F7A-8F1D-7B3B90E53975@westin.nu> Great article Dan! Best regards, Thomas 10Apr 2014 kl. 18:32 skrev Dan Fischbach : > http://www.philly.com/philly/news/new_jersey/20140410_Infirmity_is_not_insurmountable_hurdle_for_techie.html > > Dan Fischbach, Net+, MCP > W: danfischbach.com P: 609-458-7920 > Proud NJIT (BS) and UCF/FIEA (MS) graduate > Please consider the environment before printing this email > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From blindwolf8 at gmail.com Thu Apr 10 12:41:05 2014 From: blindwolf8 at gmail.com (Dan Fischbach) Date: Thu, 10 Apr 2014 12:41:05 -0400 Subject: [games_access] I'm in the Inquirer! - "Blindness is not insurmountable hurdle for techie" In-Reply-To: <3E502283-8A9F-4F7A-8F1D-7B3B90E53975@westin.nu> References: <3E502283-8A9F-4F7A-8F1D-7B3B90E53975@westin.nu> Message-ID: Thank you Thomas! Dan Fischbach, Net+, MCP W: danfischbach.com P: 609-458-7920 Proud NJIT (BS) and UCF/FIEA (MS) graduate Please consider the environment before printing this email On Thu, Apr 10, 2014 at 12:36 PM, Thomas Westin wrote: > Great article Dan! > > Best regards, > Thomas > > 10Apr 2014 kl. 18:32 skrev Dan Fischbach : > > > http://www.philly.com/philly/news/new_jersey/20140410_Infirmity_is_not_insurmountable_hurdle_for_techie.html > > Dan Fischbach, Net+, MCP > W: danfischbach.com P: 609-458-7920 > Proud NJIT (BS) and UCF/FIEA (MS) graduate > Please consider the environment before printing this email > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Sun Apr 13 09:47:44 2014 From: i_h at hotmail.com (Ian Hamilton) Date: 13 Apr 2014 06:47:44 -0700 Subject: [games_access] =?utf-8?q?Easy_button_remapping_in_Unity?= Message-ID: Something that came up at the SIG round table at GDC was how difficult it is to change controls after a game has started running. Just saw this being talked about on twitter, shame you have to pay $20 for the pleasure instead of Unity being capable of it by default, by still, looks like a solution: https://www.assetstore.unity3d.com/#/content/14956 -------------- next part -------------- An HTML attachment was scrubbed... URL: From blindwolf8 at gmail.com Sun Apr 13 10:24:22 2014 From: blindwolf8 at gmail.com (Dan Fischbach) Date: Sun, 13 Apr 2014 10:24:22 -0400 Subject: [games_access] Easy button remapping in Unity In-Reply-To: References: Message-ID: Thanks! I'll FW this along. ***This message was sent from my cell phone so it may be more terse than usual.*** Dan Fischbach, Net+, MCP W: danfischbach.com P: 609-458-7920 Proud NJIT (BS) and UCF/FIEA (MS) graduate Please consider the environment before printing this email On Apr 13, 2014 9:52 AM, "Ian Hamilton" wrote: > Something that came up at the SIG round table at GDC was how difficult > it is to change controls after a game has started running. > > Just saw this being talked about on twitter, shame you have to pay $20 for > the pleasure instead of Unity being capable of it by default, by still, > looks like a solution: > > https://www.assetstore.unity3d.com/#/content/14956 > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From franco.garcia at dc.ufscar.br Sun Apr 13 10:46:52 2014 From: franco.garcia at dc.ufscar.br (Franco =?utf-8?b?RXVzw6liaW8=?= Garcia) Date: Sun, 13 Apr 2014 11:46:52 -0300 Subject: [games_access] Easy button remapping in Unity In-Reply-To: References: Message-ID: <20140413114652.Horde.8Hejt2js5e-iQnFcBcG9gQ8@webmail.dc.ufscar.br> Hello, Ian, By running, do you really mean running or could it be in a run-time menu? If it is the later, you might want to try a two step input mapping. This way, you can always change the physical-level interaction - the second part of the mapping will remain unchanged. In UGE, this is done as: Physical level interaction -> low-level game command -> high-level game command (event). (1) (2) (3) This allows changing (1) in run-time without affecting (2) and (3). To do this, just use a map or dictionary data structure store the values in run-time. By the way, thanks everyone for the great information on the list. :) From i_h at hotmail.com Sun Apr 13 20:21:04 2014 From: i_h at hotmail.com (Ian Hamilton) Date: Mon, 14 Apr 2014 01:21:04 +0100 Subject: [games_access] Easy button remapping in Unity In-Reply-To: <20140413114652.Horde.8Hejt2js5e-iQnFcBcG9gQ8@webmail.dc.ufscar.br> References: , <20140413114652.Horde.8Hejt2js5e-iQnFcBcG9gQ8@webmail.dc.ufscar.br> Message-ID: Yep the latter, from what I can see cInput takes care of it all for you quite neatly > Date: Sun, 13 Apr 2014 11:46:52 -0300 > From: franco.garcia at dc.ufscar.br > To: games_access at igda.org > Subject: Re: [games_access] Easy button remapping in Unity > > Hello, Ian, > > By running, do you really mean running or could it be in a run-time menu? > If it is the later, you might want to try a two step input mapping. > This way, you can always change the physical-level interaction - the > second part of the mapping will remain unchanged. > > In UGE, this is done as: > > Physical level interaction -> low-level game command -> high-level > game command (event). > (1) (2) (3) > > This allows changing (1) in run-time without affecting (2) and (3). > To do this, just use a map or dictionary data structure store the > values in run-time. > > By the way, thanks everyone for the great information on the list. :) > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From javier.mairena at gmail.com Mon Apr 14 08:11:54 2014 From: javier.mairena at gmail.com (Javier Mairena) Date: Mon, 14 Apr 2014 14:11:54 +0200 Subject: [games_access] Recommended guidelines for developing video games and interfaces for seniors Message-ID: Great document about seniors, accessibility and video games: http://gestion.ibv.org/productos/index.php?option=com_docman&task=doc_download&gid=435&Itemid= -------------- next part -------------- An HTML attachment was scrubbed... URL: From eleanor at 7128.com Mon Apr 14 09:46:19 2014 From: eleanor at 7128.com (Eleanor) Date: Mon, 14 Apr 2014 09:46:19 -0400 Subject: [games_access] Recommended guidelines for developing video games and interfaces for seniors In-Reply-To: References: Message-ID: <534BE6AB.7020103@7128.com> Hey Javier, That is an exceptional document. Thanks for bringing this to our attention. Eleanor Robinson 7-128 Software On 4/14/2014 8:11 AM, Javier Mairena wrote: > Great document about seniors, accessibility and video games: > > http://gestion.ibv.org/productos/index.php?option=com_docman&task=doc_download&gid=435&Itemid= > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Mon Apr 14 10:18:22 2014 From: richard at audiogames.net (Richard (AudioGames.net)) Date: Mon, 14 Apr 2014 16:18:22 +0200 Subject: [games_access] Recommended guidelines for developing video games and interfaces for seniors In-Reply-To: <534BE6AB.7020103@7128.com> References: <534BE6AB.7020103@7128.com> Message-ID: <534BEE2E.7000100@audiogames.net> Incredible! Thank you! On 4/14/2014 3:46 PM, Eleanor wrote: > Hey Javier, > > That is an exceptional document. Thanks for bringing this to our > attention. > > Eleanor Robinson > 7-128 Software > > On 4/14/2014 8:11 AM, Javier Mairena wrote: >> Great document about seniors, accessibility and video games: >> >> http://gestion.ibv.org/productos/index.php?option=com_docman&task=doc_download&gid=435&Itemid= >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> The main SIG website page ishttp://igda-gasig.org > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at westin.nu Mon Apr 14 11:47:07 2014 From: thomas at westin.nu (Thomas Westin) Date: Mon, 14 Apr 2014 17:47:07 +0200 Subject: [games_access] Recommended guidelines for developing video games and interfaces for seniors In-Reply-To: <534BEE2E.7000100@audiogames.net> References: <534BE6AB.7020103@7128.com> <534BEE2E.7000100@audiogames.net> Message-ID: <4B06B434-361D-421B-A966-2C621C9C5581@westin.nu> Agreed! /Thomas 14Apr 2014 kl. 16:18 skrev Richard (AudioGames.net) : > Incredible! Thank you! > > On 4/14/2014 3:46 PM, Eleanor wrote: >> Hey Javier, >> >> That is an exceptional document. Thanks for bringing this to our attention. >> >> Eleanor Robinson >> 7-128 Software >> >> On 4/14/2014 8:11 AM, Javier Mairena wrote: >>> Great document about seniors, accessibility and video games: >>> >>> http://gestion.ibv.org/productos/index.php?option=com_docman&task=doc_download&gid=435&Itemid= >>> >>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> The main SIG website page is http://igda-gasig.org >> >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> The main SIG website page is http://igda-gasig.org > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From bsawyer at dmill.com Mon Apr 14 12:22:41 2014 From: bsawyer at dmill.com (Ben Sawyer) Date: Mon, 14 Apr 2014 12:22:41 -0400 Subject: [games_access] Board Games: Now Blind Accessible In-Reply-To: <4B06B434-361D-421B-A966-2C621C9C5581@westin.nu> References: <534BE6AB.7020103@7128.com> <534BEE2E.7000100@audiogames.net> <4B06B434-361D-421B-A966-2C621C9C5581@westin.nu> Message-ID: <1137BF3A-38A3-44BD-B21E-0AC366283067@dmill.com> Not sure if this got posted... https://www.kickstarter.com/projects/64ouncegames/board-games-now-blind-accessible?ref=category From thomas at westin.nu Mon Apr 14 18:35:07 2014 From: thomas at westin.nu (Thomas Westin) Date: Tue, 15 Apr 2014 00:35:07 +0200 Subject: [games_access] Board Games: Now Blind Accessible In-Reply-To: <1137BF3A-38A3-44BD-B21E-0AC366283067@dmill.com> References: <534BE6AB.7020103@7128.com> <534BEE2E.7000100@audiogames.net> <4B06B434-361D-421B-A966-2C621C9C5581@westin.nu> <1137BF3A-38A3-44BD-B21E-0AC366283067@dmill.com> Message-ID: Awesome, great backing! Best regards Thomas 14Apr 2014 kl. 18:22 skrev Ben Sawyer : > Not sure if this got posted... > > https://www.kickstarter.com/projects/64ouncegames/board-games-now-blind-accessible?ref=category > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org From brannonz at microsoft.com Mon Apr 14 18:55:10 2014 From: brannonz at microsoft.com (Brannon Zahand) Date: Mon, 14 Apr 2014 22:55:10 +0000 Subject: [games_access] Board Games: Now Blind Accessible In-Reply-To: References: <534BE6AB.7020103@7128.com> <534BEE2E.7000100@audiogames.net> <4B06B434-361D-421B-A966-2C621C9C5581@westin.nu> <1137BF3A-38A3-44BD-B21E-0AC366283067@dmill.com> Message-ID: <18d2b457ebbe43d7ac2a28d02a6b5cc0@BN1PR03MB233.namprd03.prod.outlook.com> That is awesome! Brannon Zahand |?DSC Business Operations | brannonz at microsoft.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Thomas Westin Sent: Monday, April 14, 2014 3:35 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Board Games: Now Blind Accessible Awesome, great backing! Best regards Thomas 14Apr 2014 kl. 18:22 skrev Ben Sawyer : > Not sure if this got posted... > > https://www.kickstarter.com/projects/64ouncegames/board-games-now-blin > d-accessible?ref=category > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org From thomas at westin.nu Wed Apr 23 13:18:59 2014 From: thomas at westin.nu (Thomas Westin) Date: Wed, 23 Apr 2014 19:18:59 +0200 Subject: [games_access] Enforced UA in Steam :) Message-ID: <4B983AB1-DC46-41B1-8EF2-7A829C12F12C@westin.nu> Hi, I stumbled upon this, kind of funny; I didn?t know Steam enforced universal access Way to go, Valve :) http://steamcommunity.com/discussions/forum/1/846938350855776858/#p1 /Thomas From blindwolf8 at gmail.com Wed Apr 23 15:17:35 2014 From: blindwolf8 at gmail.com (Dan Fischbach) Date: Wed, 23 Apr 2014 15:17:35 -0400 Subject: [games_access] Enforced UA in Steam :) In-Reply-To: <4B983AB1-DC46-41B1-8EF2-7A829C12F12C@westin.nu> References: <4B983AB1-DC46-41B1-8EF2-7A829C12F12C@westin.nu> Message-ID: I would assume all VALVe games request/require UA? Dan Fischbach, Net+, MCP W: danfischbach.com P: 609-458-7920 Proud NJIT (BS) and UCF/FIEA (MS) graduate Please consider the environment before printing this email On Wed, Apr 23, 2014 at 1:18 PM, Thomas Westin wrote: > Hi, > > I stumbled upon this, kind of funny; I didn't know Steam enforced > universal access > > Way to go, Valve :) > > http://steamcommunity.com/discussions/forum/1/846938350855776858/#p1 > > /Thomas > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > -------------- next part -------------- An HTML attachment was scrubbed... URL: From eelke.folmer at gmail.com Wed Apr 23 17:27:54 2014 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 23 Apr 2014 14:27:54 -0700 Subject: [games_access] Enforced UA in Steam :) In-Reply-To: References: <4B983AB1-DC46-41B1-8EF2-7A829C12F12C@westin.nu> Message-ID: If I remember from playing Portal on my mac I don't believe this is accessibility related but it is a hack to allow mac users to switch between applications using CMD+TAB See this thread . On Wed, Apr 23, 2014 at 12:17 PM, Dan Fischbach wrote: > I would assume all VALVe games request/require UA? > > Dan Fischbach, Net+, MCP > W: danfischbach.com P: 609-458-7920 > Proud NJIT (BS) and UCF/FIEA (MS) graduate > Please consider the environment before printing this email > > > On Wed, Apr 23, 2014 at 1:18 PM, Thomas Westin wrote: > >> Hi, >> >> I stumbled upon this, kind of funny; I didn?t know Steam enforced >> universal access >> >> Way to go, Valve :) >> >> http://steamcommunity.com/discussions/forum/1/846938350855776858/#p1 >> >> /Thomas >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> The main SIG website page is http://igda-gasig.org >> > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > -- Dr. Eelke Folmer Visiting Scientist - Google Research Assoc. Professor HCI - Computer Science - University of Nevada http://eelke.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From gramenos at ics.forth.gr Thu Apr 24 08:13:48 2014 From: gramenos at ics.forth.gr (Dimitris Grammenos) Date: Thu, 24 Apr 2014 15:13:48 +0300 Subject: [games_access] Anyone going to CHI? Message-ID: <000801cf5fb6$a62e1c00$f28a5400$@ics.forth.gr> Hello all, Is anyone going to CHI next week? Cheers, Dimitris -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at westin.nu Thu Apr 24 09:58:13 2014 From: thomas at westin.nu (Thomas Westin) Date: Thu, 24 Apr 2014 15:58:13 +0200 Subject: [games_access] Enforced UA in Steam :) In-Reply-To: References: <4B983AB1-DC46-41B1-8EF2-7A829C12F12C@westin.nu> Message-ID: <57A2A5FF-9AD0-4CD2-BA7A-7767C4929166@westin.nu> Yes I agree, that was I found a bit funny, that all users were required to turn on UA - finally we are getting somewhere the day that is default :) /Thomas 23Apr 2014 kl. 23:27 skrev Eelke Folmer : > If I remember from playing Portal on my mac I don't believe this is accessibility related but it is a hack to allow mac users to switch between applications using CMD+TAB > > See this thread. > > > On Wed, Apr 23, 2014 at 12:17 PM, Dan Fischbach wrote: > I would assume all VALVe games request/require UA? > > Dan Fischbach, Net+, MCP > W: danfischbach.com P: 609-458-7920 > Proud NJIT (BS) and UCF/FIEA (MS) graduate > Please consider the environment before printing this email > > > On Wed, Apr 23, 2014 at 1:18 PM, Thomas Westin wrote: > Hi, > > I stumbled upon this, kind of funny; I didn?t know Steam enforced universal access > > Way to go, Valve :) > > http://steamcommunity.com/discussions/forum/1/846938350855776858/#p1 > > /Thomas > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > > > > -- > Dr. Eelke Folmer > Visiting Scientist - Google Research > Assoc. Professor HCI - Computer Science - University of Nevada > http://eelke.com > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Mon Apr 28 03:19:40 2014 From: i_h at hotmail.com (Ian Hamilton) Date: Mon, 28 Apr 2014 08:19:40 +0100 Subject: [games_access] eyebrow control at GGJ In-Reply-To: <000801cf5fb6$a62e1c00$f28a5400$@ics.forth.gr> References: <000801cf5fb6$a62e1c00$f28a5400$@ics.forth.gr> Message-ID: A bit late with this, but seeing SpecialEffect's eyebrow control article (http://www.specialeffect.org.uk/specialeffect-news/browbeating) reminded me, the accessibility winner at Melbourne's goal game jam from January this year was eyebrow controlled rhythm/dance game. Same principle as eyebrow switches, but using post it notes and a webcam: http://globalgamejam.org/2014/games/brow-brow-party-walrus-exciting-eyebrow-dancing-experience Not everyone had the eyebrow dexterity to be able to play well but everyone had bucketloads of fun trying, they had a constant crowd of grinning people playing and watching. Eyebrows aside, the principle would obviously work with any other two switch / two input setup, a nice example of how much fun can be had with greatly reduced controls. Reminds me a lot of Steve Spohn's "I would" story from Includification, about Rock Band. From: gramenos at ics.forth.gr To: games_access at igda.org Date: Thu, 24 Apr 2014 15:13:48 +0300 Subject: [games_access] Anyone going to CHI? Hello all, Is anyone going to CHI next week? Cheers, Dimitris _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at westin.nu Mon Apr 28 03:56:10 2014 From: thomas at westin.nu (Thomas Westin) Date: Mon, 28 Apr 2014 09:56:10 +0200 Subject: [games_access] eyebrow control at GGJ In-Reply-To: References: <000801cf5fb6$a62e1c00$f28a5400$@ics.forth.gr> Message-ID: <2790829D-BB57-4FBC-B144-E9DEC17DB4CA@westin.nu> Great, the webcam as well as the lever switches approach makes it cheap too, compared to similar stuff made with a brain-computer interface. (I made a BCI experiment with eyebrows together with Michael McIntosh in 2005, using the Cyberlink to recreate the Yoda-teaches-Luke-levitate-the-XWing in a 3D scene. Worked quite OK). Best regards Thomas 28Apr 2014 kl. 09:19 skrev Ian Hamilton : > A bit late with this, but seeing SpecialEffect's eyebrow control article (http://www.specialeffect.org.uk/specialeffect-news/browbeating) reminded me, the accessibility winner at Melbourne's goal game jam from January this year was eyebrow controlled rhythm/dance game. Same principle as eyebrow switches, but using post it notes and a webcam: > > > http://globalgamejam.org/2014/games/brow-brow-party-walrus-exciting-eyebrow-dancing-experience > > > Not everyone had the eyebrow dexterity to be able to play well but everyone had bucketloads of fun trying, they had a constant crowd of grinning people playing and watching. > > > Eyebrows aside, the principle would obviously work with any other two switch / two input setup, a nice example of how much fun can be had with greatly reduced controls. Reminds me a lot of Steve Spohn's "I would" story from Includification, about Rock Band. > > From: gramenos at ics.forth.gr > To: games_access at igda.org > Date: Thu, 24 Apr 2014 15:13:48 +0300 > Subject: [games_access] Anyone going to CHI? > > Hello all, > > Is anyone going to CHI next week? > > Cheers, > > Dimitris > > _______________________________________________ games_access mailing list games_access at igda.orghttp://seven.pairlist.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From rdghayden at gmail.com Mon Apr 28 03:58:05 2014 From: rdghayden at gmail.com (Richard David Gordon Hayden) Date: Mon, 28 Apr 2014 00:58:05 -0700 Subject: [games_access] eyebrow control at GGJ In-Reply-To: <2790829D-BB57-4FBC-B144-E9DEC17DB4CA@westin.nu> References: <000801cf5fb6$a62e1c00$f28a5400$@ics.forth.gr> <2790829D-BB57-4FBC-B144-E9DEC17DB4CA@westin.nu> Message-ID: www.toekeyboard.com On Mon, Apr 28, 2014 at 12:56 AM, Thomas Westin wrote: > Great, the webcam as well as the lever switches approach makes it cheap > too, compared to similar stuff made with a brain-computer interface. > > (I made a BCI experiment with eyebrows together with Michael McIntosh in > 2005, using the Cyberlink to recreate the > Yoda-teaches-Luke-levitate-the-XWing in a 3D scene. Worked quite OK). > > Best regards > Thomas > > 28Apr 2014 kl. 09:19 skrev Ian Hamilton : > > A bit late with this, but seeing SpecialEffect's eyebrow control article ( > http://www.specialeffect.org.uk/specialeffect-news/browbeating) reminded > me, the accessibility winner at Melbourne's goal game jam from January this > year was eyebrow controlled rhythm/dance game. Same principle as eyebrow > switches, but using post it notes and a webcam: > > > > http://globalgamejam.org/2014/games/brow-brow-party-walrus-exciting-eyebrow-dancing-experience > > > Not everyone had the eyebrow dexterity to be able to play well but > everyone had bucketloads of fun trying, they had a constant crowd of > grinning people playing and watching. > > > Eyebrows aside, the principle would obviously work with any other two > switch / two input setup, a nice example of how much fun can be had with > greatly reduced controls. Reminds me a lot of Steve Spohn's "I would" story > from Includification, about Rock Band. > > ------------------------------ > From: gramenos at ics.forth.gr > To: games_access at igda.org > Date: Thu, 24 Apr 2014 15:13:48 +0300 > Subject: [games_access] Anyone going to CHI? > > Hello all, > > > Is anyone going to CHI next week? > > > Cheers, > > > Dimitris > > _______________________________________________ games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access The main SIG > website page is http://igda-gasig.org > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > -------------- next part -------------- An HTML attachment was scrubbed... URL: