From i_h at hotmail.com Tue Nov 1 22:23:59 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Wed, 2 Nov 2016 02:23:59 +0000 Subject: [games_access] VR & accessibility Message-ID: A few thoughts, with contributions from a range of people both from and outside the SIG - www.gamasutra.com/blogs/IanHamilton/20161031/284491/VR__accessibility.php Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Thu Nov 3 01:19:04 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Thu, 3 Nov 2016 05:19:04 +0000 Subject: [games_access] CVAA waiver call for comment Message-ID: In case anyone isn't familiar, CVAA is the USA law that requires communications tech to be accessible. Game consoles are already covered, but communication elements of games themselves (team chat etc) have an ongoing waiver. That waiver expires soon, and the industry has requested a further extension. If a further exemption is not granted and the waiver does expire, communications functionality and the means to navigate to and operate that functionality will have a legal obligation to be accessible to pretty much every audience, with modes required for things like no vision and no direct skin contact with a touchscreen. The FCC have put out a call for public comment. I know there are strong feelings in both directions on whether legislation is a good or a bad thing for furthering accessibility in games. The deadline for public comments is November 30th. The full text of the waiver request is long, in a nutshell it says that an extension is justified because communication is generally not the main purpose of games, and that meaningful progress is now starting to be made on accessibility in in games in general. Call for comments: http://transition.fcc.gov/Daily_Releases/Daily_Business/2016/db1031/DA-16-1236A1.pdf Full waiver request: https://www.fcc.gov/ecfs/filing/1019285494250/document/10192854942506692 Form for submitting comments: https://www.fcc.gov/ecfs/filings Bear in mind that comments are not anonymous, they'll be made publicly available on the FCC website. Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From selwyn at audazzle.com Fri Nov 4 06:44:35 2016 From: selwyn at audazzle.com (Selwyn Lloyd) Date: Fri, 4 Nov 2016 10:44:35 +0000 Subject: [games_access] games_access Digest, Vol 158, Issue 2 In-Reply-To: References: Message-ID: I had a quick look but feel that Audazzle (as a social for profit / social enterprise ) would benefit from the legislation commercially speaking and therefore it would rightly seem I/we had a vested interest. Isn't that the point? I mean the industry surely only seeks a waiver for it's own commercial benefits and not for societal impact. Many enterprises are built around legislation but given my family and commercial interests in this news... I feel I'd be very biased if not just venting via comments that spring to mind. still it sounds exciting and I hope it happens! thanks for sharing this Ian. Mobile: 07979240124 skype: selwyn_lloyd have you downloaded jumpinsaucers yet? www.audazzle.com On Fri, Nov 4, 2016 at 5:23 AM, wrote: > Send games_access mailing list submissions to > games_access at igda.org > > To subscribe or unsubscribe via the World Wide Web, visit > https://pairlist7.pair.net/mailman/listinfo/games_access > or, via email, send a message with subject or body 'help' to > games_access-request at igda.org > > You can reach the person managing the list at > games_access-owner at igda.org > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of games_access digest..." > > > Today's Topics: > > 1. CVAA waiver call for comment (Ian Hamilton) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Thu, 3 Nov 2016 05:19:04 +0000 > From: Ian Hamilton > To: "games_access at igda.org" > Subject: [games_access] CVAA waiver call for comment > Message-ID: > eurprd07.prod.outlook.com> > > Content-Type: text/plain; charset="iso-8859-1" > > In case anyone isn't familiar, CVAA is the USA law that requires > communications tech to be accessible. Game consoles are already covered, > but communication elements of games themselves (team chat etc) have an > ongoing waiver. > > That waiver expires soon, and the industry has requested a further > extension. If a further exemption is not granted and the waiver does > expire, communications functionality and the means to navigate to and > operate that functionality will have a legal obligation to be accessible to > pretty much every audience, with modes required for things like no vision > and no direct skin contact with a touchscreen. > > The FCC have put out a call for public comment. I know there are strong > feelings in both directions on whether legislation is a good or a bad thing > for furthering accessibility in games. > > The deadline for public comments is November 30th. > > The full text of the waiver request is long, in a nutshell it says that an > extension is justified because communication is generally not the main > purpose of games, and that meaningful progress is now starting to be made > on accessibility in in games in general. > > Call for comments: http://transition.fcc.gov/ > Daily_Releases/Daily_Business/2016/db1031/DA-16-1236A1.pdf > Full waiver request: https://www.fcc.gov/ecfs/ > filing/1019285494250/document/10192854942506692 > Form for submitting comments: https://www.fcc.gov/ecfs/filings > > Bear in mind that comments are not anonymous, they'll be made publicly > available on the FCC website. > > > Ian > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: attachments/20161103/4cfc20b0/attachment-0001.html> > > ------------------------------ > > Subject: Digest Footer > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > ------------------------------ > > End of games_access Digest, Vol 158, Issue 2 > ******************************************** > -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Fri Nov 4 21:07:51 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Sat, 5 Nov 2016 01:07:51 +0000 Subject: [games_access] More VR accessibility Message-ID: Nice talk from Brian Van Buren - https://www.youtube.com/watch?v=how99N0Pvj8 Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Fri Nov 4 21:20:52 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Sat, 5 Nov 2016 01:20:52 +0000 Subject: [games_access] games_access Digest, Vol 158, Issue 2 In-Reply-To: References: , Message-ID: Kind of! On one side of it the legislation applying to consoles has been an unquestionably good thing. Platform accessibility considerations are relatively straightforward compared to games, and what it seems to have meant is people in those organisations who already wanted to drive accessibility forward have now had extra high level backing behind them to get those things done. And that door having been opened then leading on to other things, successive PS4/XB1 releases have gone quite far beyond compliance. Although they do have the benefit of being big corporations with lots of R&D resource and good legal teams. So to some extent the same could be true with games themselves, certainly I know of a couple of studios who are now taking more of an interest in accessibility than they did previously due to the possibility of CVAA. Another side though is whether opening up studios (of all sizes and all levels of expertise) to litigation, with the burden being on the companies to demonstrate whether the feature was an unreasonable request (which is often will be, e.g. time and money adapting a UI and chat system to be blind accessible when the gameplay itself is not blind accessible) would be helpful. Also the question of who is best placed to be coming up with solutions to accessibility issues - people in the games industry who properly understand the space, or a government body enforcing standards that were developed for other industries. Ian ________________________________ From: games_access on behalf of Selwyn Lloyd Sent: 04 November 2016 10:44 To: games_access at igda.org Subject: Re: [games_access] games_access Digest, Vol 158, Issue 2 I had a quick look but feel that Audazzle (as a social for profit / social enterprise ) would benefit from the legislation commercially speaking and therefore it would rightly seem I/we had a vested interest. Isn't that the point? I mean the industry surely only seeks a waiver for it's own commercial benefits and not for societal impact. Many enterprises are built around legislation but given my family and commercial interests in this news... I feel I'd be very biased if not just venting via comments that spring to mind. still it sounds exciting and I hope it happens! thanks for sharing this Ian. Mobile: 07979240124 skype: selwyn_lloyd have you downloaded jumpinsaucers yet? www.audazzle.com On Fri, Nov 4, 2016 at 5:23 AM, > wrote: Send games_access mailing list submissions to games_access at igda.org To subscribe or unsubscribe via the World Wide Web, visit https://pairlist7.pair.net/mailman/listinfo/games_access or, via email, send a message with subject or body 'help' to games_access-request at igda.org You can reach the person managing the list at games_access-owner at igda.org When replying, please edit your Subject line so it is more specific than "Re: Contents of games_access digest..." Today's Topics: 1. CVAA waiver call for comment (Ian Hamilton) ---------------------------------------------------------------------- Message: 1 Date: Thu, 3 Nov 2016 05:19:04 +0000 From: Ian Hamilton > To: "games_access at igda.org" > Subject: [games_access] CVAA waiver call for comment Message-ID: > Content-Type: text/plain; charset="iso-8859-1" In case anyone isn't familiar, CVAA is the USA law that requires communications tech to be accessible. Game consoles are already covered, but communication elements of games themselves (team chat etc) have an ongoing waiver. That waiver expires soon, and the industry has requested a further extension. If a further exemption is not granted and the waiver does expire, communications functionality and the means to navigate to and operate that functionality will have a legal obligation to be accessible to pretty much every audience, with modes required for things like no vision and no direct skin contact with a touchscreen. The FCC have put out a call for public comment. I know there are strong feelings in both directions on whether legislation is a good or a bad thing for furthering accessibility in games. The deadline for public comments is November 30th. The full text of the waiver request is long, in a nutshell it says that an extension is justified because communication is generally not the main purpose of games, and that meaningful progress is now starting to be made on accessibility in in games in general. Call for comments: http://transition.fcc.gov/Daily_Releases/Daily_Business/2016/db1031/DA-16-1236A1.pdf Full waiver request: https://www.fcc.gov/ecfs/filing/1019285494250/document/10192854942506692 Form for submitting comments: https://www.fcc.gov/ecfs/filings Bear in mind that comments are not anonymous, they'll be made publicly available on the FCC website. Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: ------------------------------ Subject: Digest Footer _______________________________________________ games_access mailing list games_access at igda.org https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org ------------------------------ End of games_access Digest, Vol 158, Issue 2 ******************************************** -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Fri Nov 4 22:13:25 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Sat, 5 Nov 2016 02:13:25 +0000 Subject: [games_access] Accessibility in a conversation driven game Message-ID: http://www.gamasutra.com/blogs/FlorenciaMinuzzi/20161104/284906/Accessibility_in_Dialogue_A_Writers_Story.php Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From brycejo at microsoft.com Fri Nov 4 22:24:22 2016 From: brycejo at microsoft.com (Bryce Johnson) Date: Sat, 5 Nov 2016 02:24:22 +0000 Subject: [games_access] More VR accessibility In-Reply-To: References: Message-ID: It was a good talk. I was in the front row :) From: games_access [mailto:games_access-bounces at igda.org] On Behalf Of Ian Hamilton Sent: Friday, November 4, 2016 6:08 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] More VR accessibility Nice talk from Brian Van Buren - https://www.youtube.com/watch?v=how99N0Pvj8 Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Sat Nov 5 00:05:54 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Sat, 5 Nov 2016 04:05:54 +0000 Subject: [games_access] games_access Digest, Vol 158, Issue 2 In-Reply-To: References: , , Message-ID: Personally what I would have loved to have happened would have been for when legislators inevitably raised their heads for the industry to have been fat along enough to be able to say 'no need, we've already got this covered'. That's precisely what happened with the TV industry in the UK and the permanent exemption they have from accessibility laws - effective self regulation. Ian On Sat, Nov 5, 2016 at 12:26 PM +1100, "Ian Hamilton" > wrote: Kind of! On one side of it the legislation applying to consoles has been an unquestionably good thing. Platform accessibility considerations are relatively straightforward compared to games, and what it seems to have meant is people in those organisations who already wanted to drive accessibility forward have now had extra high level backing behind them to get those things done. And that door having been opened then leading on to other things, successive PS4/XB1 releases have gone quite far beyond compliance. Although they do have the benefit of being big corporations with lots of R&D resource and good legal teams. So to some extent the same could be true with games themselves, certainly I know of a couple of studios who are now taking more of an interest in accessibility than they did previously due to the possibility of CVAA. Another side though is whether opening up studios (of all sizes and all levels of expertise) to litigation, with the burden being on the companies to demonstrate whether the feature was an unreasonable request (which is often will be, e.g. time and money adapting a UI and chat system to be blind accessible when the gameplay itself is not blind accessible) would be helpful. Also the question of who is best placed to be coming up with solutions to accessibility issues - people in the games industry who properly understand the space, or a government body enforcing standards that were developed for other industries. Ian ________________________________ From: games_access on behalf of Selwyn Lloyd Sent: 04 November 2016 10:44 To: games_access at igda.org Subject: Re: [games_access] games_access Digest, Vol 158, Issue 2 I had a quick look but feel that Audazzle (as a social for profit / social enterprise ) would benefit from the legislation commercially speaking and therefore it would rightly seem I/we had a vested interest. Isn't that the point? I mean the industry surely only seeks a waiver for it's own commercial benefits and not for societal impact. Many enterprises are built around legislation but given my family and commercial interests in this news... I feel I'd be very biased if not just venting via comments that spring to mind. still it sounds exciting and I hope it happens! thanks for sharing this Ian. Mobile: 07979240124 skype: selwyn_lloyd have you downloaded jumpinsaucers yet? www.audazzle.com On Fri, Nov 4, 2016 at 5:23 AM, > wrote: Send games_access mailing list submissions to games_access at igda.org To subscribe or unsubscribe via the World Wide Web, visit https://pairlist7.pair.net/mailman/listinfo/games_access or, via email, send a message with subject or body 'help' to games_access-request at igda.org You can reach the person managing the list at games_access-owner at igda.org When replying, please edit your Subject line so it is more specific than "Re: Contents of games_access digest..." Today's Topics: 1. CVAA waiver call for comment (Ian Hamilton) ---------------------------------------------------------------------- Message: 1 Date: Thu, 3 Nov 2016 05:19:04 +0000 From: Ian Hamilton > To: "games_access at igda.org" > Subject: [games_access] CVAA waiver call for comment Message-ID: > Content-Type: text/plain; charset="iso-8859-1" In case anyone isn't familiar, CVAA is the USA law that requires communications tech to be accessible. Game consoles are already covered, but communication elements of games themselves (team chat etc) have an ongoing waiver. That waiver expires soon, and the industry has requested a further extension. If a further exemption is not granted and the waiver does expire, communications functionality and the means to navigate to and operate that functionality will have a legal obligation to be accessible to pretty much every audience, with modes required for things like no vision and no direct skin contact with a touchscreen. The FCC have put out a call for public comment. I know there are strong feelings in both directions on whether legislation is a good or a bad thing for furthering accessibility in games. The deadline for public comments is November 30th. The full text of the waiver request is long, in a nutshell it says that an extension is justified because communication is generally not the main purpose of games, and that meaningful progress is now starting to be made on accessibility in in games in general. Call for comments: http://transition.fcc.gov/Daily_Releases/Daily_Business/2016/db1031/DA-16-1236A1.pdf Full waiver request: https://www.fcc.gov/ecfs/filing/1019285494250/document/10192854942506692 Form for submitting comments: https://www.fcc.gov/ecfs/filings Bear in mind that comments are not anonymous, they'll be made publicly available on the FCC website. Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: ------------------------------ Subject: Digest Footer _______________________________________________ games_access mailing list games_access at igda.org https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org ------------------------------ End of games_access Digest, Vol 158, Issue 2 ******************************************** -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Sat Nov 5 00:07:00 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Sat, 5 Nov 2016 04:07:00 +0000 Subject: [games_access] games_access Digest, Vol 158, Issue 2 In-Reply-To: References: , , , Message-ID: * far along enough From: Ian Hamilton Sent: Saturday, 5 November, 15:06 Subject: Re: [games_access] games_access Digest, Vol 158, Issue 2 To: IGDA Games Accessibility SIG Mailing List Personally what I would have loved to have happened would have been for when legislators inevitably raised their heads for the industry to have been fat along enough to be able to say 'no need, we've already got this covered'. That's precisely what happened with the TV industry in the UK and the permanent exemption they have from accessibility laws - effective self regulation. Ian On Sat, Nov 5, 2016 at 12:26 PM +1100, "Ian Hamilton" hotmail.com> wrote: Kind of! On one side of it the legislation applying to consoles has been an unquestionably good thing. Platform accessibility considerations are relatively straightforward compared to games, and what it seems to have meant is people in those organisations who already wanted to drive accessibility forward have now had extra high level backing behind them to get those things done. And that door having been opened then leading on to other things, successive PS4/XB1 releases have gone quite far beyond compliance. Although they do have the benefit of being big corporations with lots of R&D resource and good legal teams. So to some extent the same could be true with games themselves, certainly I know of a couple of studios who are now taking more of an interest in accessibility than they did previously due to the possibility of CVAA. Another side though is whether opening up studios (of all sizes and all levels of expertise) to litigation, with the burden being on the companies to demonstrate whether the feature was an unreasonable request (which is often will be, e.g. time and money adapting a UI and chat system to be blind accessible when the gameplay itself is not blind accessible) would be helpful. Also the question of who is best placed to be coming up with solutions to accessibility issues - people in the games industry who properly understand the space, or a government body enforcing standards that were developed for other industries. Ian From: games_access on behalf of Selwyn Lloyd Sent: 04 November 2016 10:44 To: games_access at igda.org Subject: Re: [games_access] games_access Digest, Vol 158, Issue 2 I had a quick look but feel that Audazzle (as a social for profit / social enterprise ) would benefit from the legislation commercially speaking and therefore it would rightly seem I/we had a vested interest. Isn't that the point? I mean the industry surely only seeks a waiver for it's own commercial benefits and not for societal impact. Many enterprises are built around legislation but given my family and commercial interests in this news... I feel I'd be very biased if not just venting via comments that spring to mind. still it sounds exciting and I hope it happens! thanks for sharing this Ian. Mobile: 07979240124 skype: selwyn_lloyd have you downloaded jumpinsaucers yet? www.audazzle.com On Fri, Nov 4, 2016 at 5:23 AM, -request@igda.org> wrote: Send games_access mailing list submissions to games_access@igda.org To subscribe or unsubscribe via the World Wide Web, visit https://pairlist7.pair.net/mailman/listinfo/games_access or, via email, send a message with subject or body 'help' to games_access-request@igda.org You can reach the person managing the list at games_access-owner@igda.org When replying, please edit your Subject line so it is more specific than "Re: Contents of games_access digest..." Today's Topics: 1. CVAA waiver call for comment (Ian Hamilton) ---------------------------------------------------------------------- Message: 1 Date: Thu, 3 Nov 2016 05:19:04 +0000 From: Ian Hamilton hotmail.com> To: "games_access@igda.org" @igda.org> Subject: [games_access] CVAA waiver call for comment Message-ID: eurprd07.prod.outlook.com> Content-Type: text/plain; charset="iso-8859-1" In case anyone isn't familiar, CVAA is the USA law that requires communications tech to be accessible. Game consoles are already covered, but communication elements of games themselves (team chat etc) have an ongoing waiver. That waiver expires soon, and the industry has requested a further extension. If a further exemption is not granted and the waiver does expire, communications functionality and the means to navigate to and operate that functionality will have a legal obligation to be accessible to pretty much every audience, with modes required for things like no vision and no direct skin contact with a touchscreen. The FCC have put out a call for public comment. I know there are strong feelings in both directions on whether legislation is a good or a bad thing for furthering accessibility in games. The deadline for public comments is November 30th. The full text of the waiver request is long, in a nutshell it says that an extension is justified because communication is generally not the main purpose of games, and that meaningful progress is now starting to be made on accessibility in in games in general. Call for comments: http://transition.fcc.gov/Daily_Releases/Daily_Business/2016/db1031/DA-16-1236A1.pdf Full waiver request: https://www.fcc.gov/ecfs/filing/1019285494250/document/10192854942506692 Form for submitting comments: https://www.fcc.gov/ecfs/filings Bear in mind that comments are not anonymous, they'll be made publicly available on the FCC website. Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: ://pairlist7.pair.net/pipermail/games_access/attachments/20161103/4cfc20b0/attachment-0001.html> ------------------------------ Subject: Digest Footer _______________________________________________ games_access mailing list games_access@igda.org https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org ------------------------------ End of games_access Digest, Vol 158, Issue 2 ******************************************** -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Fri Nov 11 06:55:43 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Fri, 11 Nov 2016 11:55:43 +0000 Subject: [games_access] Cultural Integration and the Accessibility of Gaming Message-ID: Nice paper by Michael Heron on the societal and cultural importance of game accessibility - http://link.springer.com/article/10.1007/s40869-016-0028-x Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Fri Nov 11 07:46:28 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Fri, 11 Nov 2016 12:46:28 +0000 Subject: [games_access] Xbox narrator progress Message-ID: Had my XB1 in storage for a little while, just got it out to see that narrator has popped up on my non-USA machine. From what I'm reading on forums it is there in the preview programme for a number of different countries now, including non-English-speaking. More nice examples of console accessibility going way above and beyond CVAA compliance, strange to think just how short a time ago this kind of stuff would have been a pie in the sky dream. Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From selwyn at audazzle.com Sat Nov 12 08:02:25 2016 From: selwyn at audazzle.com (Selwyn Lloyd) Date: Sat, 12 Nov 2016 13:02:25 +0000 Subject: [games_access] games_access Digest, Vol 158, Issue 6 In-Reply-To: References: Message-ID: thanks Ian off to read up... and by the way Happy Birthday old bean ;) Planning to buy an X box this year, well writing to Santa for one. Mobile: 07979240124 skype: selwyn_lloyd have you downloaded jumpinsaucers yet? www.audazzle.com On Sat, Nov 12, 2016 at 6:23 AM, wrote: > Send games_access mailing list submissions to > games_access at igda.org > > To subscribe or unsubscribe via the World Wide Web, visit > https://pairlist7.pair.net/mailman/listinfo/games_access > or, via email, send a message with subject or body 'help' to > games_access-request at igda.org > > You can reach the person managing the list at > games_access-owner at igda.org > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of games_access digest..." > > > Today's Topics: > > 1. Cultural Integration and the Accessibility of Gaming > (Ian Hamilton) > 2. Xbox narrator progress (Ian Hamilton) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Fri, 11 Nov 2016 11:55:43 +0000 > From: Ian Hamilton > To: IGDA Games Accessibility SIG Mailing List > Subject: [games_access] Cultural Integration and the Accessibility of > Gaming > Message-ID: > eurprd07.prod.outlook.com> > > Content-Type: text/plain; charset="iso-8859-1" > > Nice paper by Michael Heron on the societal and cultural importance of > game accessibility - > > > http://link.springer.com/article/10.1007/s40869-016-0028-x > > > Ian > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: attachments/20161111/dc29a81e/attachment-0001.html> > > ------------------------------ > > Message: 2 > Date: Fri, 11 Nov 2016 12:46:28 +0000 > From: Ian Hamilton > To: IGDA Games Accessibility SIG Mailing List > Subject: [games_access] Xbox narrator progress > Message-ID: > eurprd07.prod.outlook.com> > > Content-Type: text/plain; charset="iso-8859-1" > > Had my XB1 in storage for a little while, just got it out to see that > narrator has popped up on my non-USA machine. From what I'm reading on > forums it is there in the preview programme for a number of different > countries now, including non-English-speaking. > > > More nice examples of console accessibility going way above and beyond > CVAA compliance, strange to think just how short a time ago this kind of > stuff would have been a pie in the sky dream. > > > Ian > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: attachments/20161111/f79bd0b7/attachment-0001.html> > > ------------------------------ > > Subject: Digest Footer > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > ------------------------------ > > End of games_access Digest, Vol 158, Issue 6 > ******************************************** > -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Tue Nov 15 09:05:22 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Tue, 15 Nov 2016 14:05:22 +0000 Subject: [games_access] Accessibility kickstarter - Audio Game Hub Message-ID: https://www.kickstarter.com/projects/191576632/audio-game-hub-keep-your-ears-wide-open Blind accessibility kickstarters don't often make it all the way to the target, but this one seems to be on a good course to Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Tue Nov 15 18:37:08 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Tue, 15 Nov 2016 23:37:08 +0000 Subject: [games_access] Designing for gamers with deafness Message-ID: Great talk from Microsoft, while the design considerations are nothing new the personal stories are really quite something https://youtu.be/w0_3G-YSWRo Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From michellehinn at gmail.com Tue Nov 15 18:41:27 2016 From: michellehinn at gmail.com (Michelle Hinn) Date: Tue, 15 Nov 2016 18:41:27 -0500 Subject: [games_access] Designing for gamers with deafness In-Reply-To: References: Message-ID: Cool! I used to work with Tom back when I was at Microsoft about 15 years ago. Good to see gamesUR doing accessibility work! Michelle On Tue, Nov 15, 2016 at 6:37 PM, Ian Hamilton wrote: > Great talk from Microsoft, while the design considerations are nothing new > the personal stories are really quite something > > https://youtu.be/w0_3G-YSWRo > > Ian > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.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 Tue Nov 15 18:45:39 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Tue, 15 Nov 2016 23:45:39 +0000 Subject: [games_access] Designing for gamers with deafness In-Reply-To: References: , Message-ID: I loved it, best talk I've seen in a long time, wish I could have seen it in person. I hope the UR community can continue to surface these kinds of personal stories about accessibility. On Tue, Nov 15, 2016 at 11:41 PM +0000, "Michelle Hinn" > wrote: Cool! I used to work with Tom back when I was at Microsoft about 15 years ago. Good to see gamesUR doing accessibility work! Michelle On Tue, Nov 15, 2016 at 6:37 PM, Ian Hamilton > wrote: Great talk from Microsoft, while the design considerations are nothing new the personal stories are really quite something https://youtu.be/w0_3G-YSWRo Ian _______________________________________________ games_access mailing list games_access at igda.org https://pairlist7.pair.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 Wed Nov 23 19:09:57 2016 From: blindwolf8 at gmail.com (Dan Fischbach) Date: Wed, 23 Nov 2016 19:09:57 -0500 Subject: [games_access] Accessibility thoughts on Google Pixel and Daydream from a legally blind user Message-ID: Hello everyone, First off, Happy Thanksgiving from the GA SIG! :-) I know it has been a very long time since I posted something on here. I figured it was time for me to share my experiences with advances in technology with everyone. (Ian: I saw your VR link from the start of the month and will get to it soon!) I apologize if this email comes off a tad ranty. I recently purchased a new Google Pixel (non-XL) phone to replace my aging Nexus 5 . The first day or so having it as my main phone brought with it - for the first time for me - some accessibility challenges, notably the font and UI size. Luckily, I was able to adjust the DPI ("smallest width") in the Developer settings of the device to match my old device. For the record, the setting was 360. It's a shame that this helpful custom DPI setting is a tad hidden for normal users. (although accessing the Developer options on any Android device is quite easy) Anywho if you're reading this you're probably interested in Daydream - which is Google's answer to the various VR headsets out there - and how I fared with it. It's designed to work with the Pixel phone. Since I bought the Pixel phone early enough, I was able to take advantage of an offer that allowed me to get the Daydream device for free. It was a nice gesture, but I was wary. I had never used a VR device before. The device arrived today and I was skeptical. Would I be able to use this device? The short answer is: Unfortunately, no. The text is simply too small for me to read. I even had to fumble my way through the tutorial. I thought I would be able to get my way through by activating the triple-tap accessibility shortcut in Android but no dice. VR doesn't take too kind to that and I would need to keep taking my phone out of the headset. I also had issues with recognizing some icons. The cursor size and color leaves much to be desired as well. I already came upon a white-on-white (or close to it) scenario. So now I am in possession of a Daydream device I can't really enjoy. If anyone would like to use me as a guinea pig for accessibility testing or otherwise regarding VR experiences and/or this device, let me know. If you are or know someone over at Google, I am open to testing with them to improve accessibility of Android and/or Daydream. Thanks everyone, 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 Nov 24 02:31:34 2016 From: thomas at westin.nu (Thomas Westin) Date: Thu, 24 Nov 2016 08:31:34 +0100 Subject: [games_access] Trump's new tech adviser wants to gut the FCC Message-ID: What will this mean for the CVAA and game accessibility if realised? https://www.engadget.com/2016/11/23/trumps-new-tech-adviser-wants-to-gut-the-fcc/ Download information for Engadget at http://www.engadget.com/apps/ Kind regards, Thomas (Sent from my mobile) From i_h at hotmail.com Sat Nov 26 10:07:16 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Sat, 26 Nov 2016 15:07:16 +0000 Subject: [games_access] Accessibility thoughts on Google Pixel and Daydream from a legally blind user In-Reply-To: References: Message-ID: The Oculus home screen has exactly the same issue - http://www.gamasutra.com/db_area/images/blog/284491/oculushome.jpg There's a bit about that in the post. Jesse Anderson contributed some great stuff about VR & low vision, including interfaces that are a fixed distance in front of you Vs interfaces that you can lean closer to. For google contacts it might be worth hitting up @joshcarpenter on twitter, he should know good Daydream people. I'm sure he would be interested in hearing about your experiences too. Ian From: Dan Fischbach Sent: Thursday, 24 November, 00:10 Subject: [games_access] Accessibility thoughts on Google Pixel and Daydream from a legally blind user To: IGDA Games Accessibility SIG Mailing List Hello everyone, First off, Happy Thanksgiving from the GA SIG! :-) I know it has been a very long time since I posted something on here. I figured it was time for me to share my experiences with advances in technology with everyone. (Ian: I saw your VR link from the start of the month and will get to it soon!) I apologize if this email comes off a tad ranty. I recently purchased a new Google Pixel (non-XL) phone to replace my aging Nexus 5. The first day or so having it as my main phone brought with it - for the first time for me - some accessibility challenges, notably the font and UI size. Luckily, I was able to adjust the DPI ("smallest width") in the Developer settings of the device to match my old device. For the record, the setting was 360. It's a shame that this helpful custom DPI setting is a tad hidden for normal users. (although accessing the Developer options on any Android device is quite easy) Anywho if you're reading this you're probably interested in Daydream - which is Google's answer to the various VR headsets out there - and how I fared with it. It's designed to work with the Pixel phone. Since I bought the Pixel phone early enough, I was able to take advantage of an offer that allowed me to get the Daydream device for free. It was a nice gesture, but I was wary. I had never used a VR device before. The device arrived today and I was skeptical. Would I be able to use this device? The short answer is: Unfortunately, no. The text is simply too small for me to read. I even had to fumble my way through the tutorial. I thought I would be able to get my way through by activating the triple-tap accessibility shortcut in Android but no dice. VR doesn't take too kind to that and I would need to keep taking my phone out of the headset. I also had issues with recognizing some icons. The cursor size and color leaves much to be desired as well. I already came upon a white-on-white (or close to it) scenario. So now I am in possession of a Daydream device I can't really enjoy. If anyone would like to use me as a guinea pig for accessibility testing or otherwise regarding VR experiences and/or this device, let me know. If you are or know someone over at Google, I am open to testing with them to improve accessibility of Android and/or Daydream. Thanks everyone, 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 blindwolf8 at gmail.com Sun Nov 27 20:00:23 2016 From: blindwolf8 at gmail.com (Dan Fischbach) Date: Sun, 27 Nov 2016 20:00:23 -0500 Subject: [games_access] Accessibility thoughts on Google Pixel and Daydream from a legally blind user In-Reply-To: References: Message-ID: Hey Ian, Thanks for the info. I pinged him on Twitter as you saw. The point about "leaning into" the interface is kind of what I was trying to do with Daydream when I had it on. I hope something like that is implemented. If anyone wants to test with me regarding visual acuity levels etc. regarding VR headsets, feel free to ping me. Thanks everyone, 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 Sat, Nov 26, 2016 at 10:07 AM, Ian Hamilton wrote: > The Oculus home screen has exactly the same issue - > > http://www.gamasutra.com/db_area/images/blog/284491/oculushome.jpg > > There's a bit about that in the post. Jesse Anderson contributed some > great stuff about VR & low vision, including interfaces that are a fixed > distance in front of you Vs interfaces that you can lean closer to. > > For google contacts it might be worth hitting up @joshcarpenter on > twitter, he should know good Daydream people. I'm sure he would be > interested in hearing about your experiences too. > > Ian > > From: Dan Fischbach > Sent: Thursday, 24 November, 00:10 > Subject: [games_access] Accessibility thoughts on Google Pixel and > Daydream from a legally blind user > To: IGDA Games Accessibility SIG Mailing List > > Hello everyone, > > First off, Happy Thanksgiving from the GA SIG! :-) > > I know it has been a very long time since I posted something on here. I > figured it was time for me to share my experiences with advances in > technology with everyone. (Ian: I saw your VR link from the start of the > month and will get to it soon!) I apologize if this email comes off a tad > ranty. > > I recently purchased a new Google Pixel > (non-XL) phone to replace my aging Nexus 5 > . > > The first day or so having it as my main phone brought with it - for the > first time for me - some accessibility challenges, notably the font and UI > size. Luckily, I was able to adjust the DPI ("smallest width") in the > Developer settings of the device to match my old device. For the record, > the setting was 360. It's a shame that this helpful custom DPI setting is a > tad hidden for normal users. (although accessing the Developer options > on any > Android device is quite easy) > > Anywho if you're reading this you're probably interested in Daydream > - which is Google's answer to the > various VR headsets out there - and how I fared with it. It's designed to > work with the Pixel phone. Since I bought the Pixel phone early enough, I > was able to take advantage of an offer that allowed me to get the Daydream > device for free. It was a nice gesture, but I was wary. I had never used a > VR device before. > > The device arrived today and I was skeptical. Would I be able to use this > device? > > The short answer is: Unfortunately, no. > > The text is simply too small for me to read. I even had to fumble my way > through the tutorial. I thought I would be able to get my way through by > activating the triple-tap accessibility shortcut in Android > but > no dice. VR doesn't take too kind to that and I would need to keep taking > my phone out of the headset. I also had issues with recognizing some icons. > > The cursor size and color leaves much to be desired as well. I already > came upon a white-on-white (or close to it) scenario. > > So now I am in possession of a Daydream device I can't really enjoy. If > anyone would like to use me as a guinea pig for accessibility testing or > otherwise regarding VR experiences and/or this device, let me know. > > If you are or know someone over at Google, I am open to testing with them > to improve accessibility of Android and/or Daydream. > > Thanks everyone, > > 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 > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From brandonkeithbiggs at gmail.com Tue Nov 29 15:45:54 2016 From: brandonkeithbiggs at gmail.com (Brandon Keith Biggs) Date: Tue, 29 Nov 2016 12:45:54 -0800 Subject: [games_access] Fwd: [WebAIM] Something to Say About Accessibility Standards? In-Reply-To: <7A89756E-1D35-4B2D-A065-50DCB8C1D223@paciellogroup.com> References: <7A89756E-1D35-4B2D-A065-50DCB8C1D223@paciellogroup.com> Message-ID: Hello, The next version of WCAG is being developed and there is an open call for people to give feedback on the guidelines. Games are totally included in the WCAG, but I am not sure how many game developers have given their input. So if you are a game developer developing for the web, please sign up to give feedback! Thanks, Brandon Keith Biggs ---------- Forwarded message ---------- From: Sarah Horton Date: Tue, Nov 29, 2016 at 9:11 AM Subject: [WebAIM] Something to Say About Accessibility Standards? To: WebAIM Discussion List Call for Stakeholders for a major update of WCAG (Web Content Accessibility Guidelines) The W3C WCAG Working Group?s Silver Task Force invites submissions of names of people, groups, or organizations (including yourself) for consideration as stakeholders for a future guidelines version. You can submit as many names as you want. Please use the following form to submit names before 9 December 2016: https://docs.google.com/forms/d/e/1FAIpQLSd7jxkMzK4HbzK0cyyBnkv3 cKFJL_ahIwIcbHao7qOZLyDy-w/viewform Shortened Link http://goo.gl/QeYbOl Contact Silver TF publicly archived email list at public-silver at w3.org if you have a problem accessing the form. What is this all about? WCAG 2.0 has been very successful and has provided better access to the web for people with disabilities than was available in the past. At eight years old, WCAG 2.0 is ready for a major update. We know that involving more people, robust feedback, and a thoughtful process we can improve access for people with disabilities further and provide a clear and usable standard. We want to hear from a broad, international set of stakeholders, we want to hear from you! The Silver Task Force plans develop a Stakeholder Map. The Stakeholders will be able to provide input into the research for designing Silver. Some opportunities for input will be short (like a survey or participation in a group discussion), others may be longer (like an interview or a request to log their use of WCAG), and it will be up to the stakeholders to determine how much time they are able to invest in the feedback opportunities. About the Silver Task Force The objective of the Silver Task Force is to perform preliminary development of a new version of Accessibility Guidelines. Code-named "Silver", these guidelines will address the process of making content and functionality accessible to people with disabilities, including the roles of content authoring, user agent support, and authoring tool support. These guidelines will provide a base for continued evolution of accessibility standards. For more information about the Silver Task Force see https://www.w3.org/WAI/GL/task-forces/silver/ About the WCAG Working Group The mission of the Web Content Accessibility Guidelines Working Group (WCAG WG) is to develop guidelines to make Web content accessible for people with disabilities and to develop and maintain implementation support materials for the Web Content Accessibility Guidelines. About the Stakeholder Map Stakeholders are the people, groups, or organizations who have an interest or a concern about Silver; those affected by the change from WCAG to Silver; or those who are interested observers of accessibility standards. The Stakeholder Map is a process to clarify and categorize the various stakeholders, their relationships, and their interests in order to build a diverse and quality resource of input into the Silver project. We will use the Stakeholder Map to identify people to interview, survey, comment on prototypes, and generally advise the Silver design project. We expect the Stakeholder Map to include a large number of stakeholders from around the world. Sarah Horton UX Strategy Lead The Paciello Group 603 252-6052 mobile This message is intended to be confidential and may be legally privileged. It is intended solely for the addressee. If you are not the intended recipient, please delete this message from your system and notify us immediately. Any disclosure, copying, distribution or action taken or omitted to be taken by an unintended recipient in reliance on this message is prohibited and may be unlawful. _______________________________________________ To manage your subscription, visit http://list.webaim.org/ List archives at http://webaim.org/discussion/archives Address list messages to webaim-forum at list.webaim.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Wed Nov 30 09:55:45 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Wed, 30 Nov 2016 14:55:45 +0000 Subject: [games_access] Accessibility thoughts on Google Pixel and Daydream from a legally blind user In-Reply-To: References: , Message-ID: A bit more on VR, a nice panel from VRDC: https://www.youtube.com/watch?v=27TT7cZ6Q3c&feature=youtu.be Ian ________________________________ From: games_access on behalf of Dan Fischbach Sent: 28 November 2016 01:00 To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Accessibility thoughts on Google Pixel and Daydream from a legally blind user Hey Ian, Thanks for the info. I pinged him on Twitter as you saw. The point about "leaning into" the interface is kind of what I was trying to do with Daydream when I had it on. I hope something like that is implemented. If anyone wants to test with me regarding visual acuity levels etc. regarding VR headsets, feel free to ping me. Thanks everyone, 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 Sat, Nov 26, 2016 at 10:07 AM, Ian Hamilton > wrote: The Oculus home screen has exactly the same issue - http://www.gamasutra.com/db_area/images/blog/284491/oculushome.jpg There's a bit about that in the post. Jesse Anderson contributed some great stuff about VR & low vision, including interfaces that are a fixed distance in front of you Vs interfaces that you can lean closer to. For google contacts it might be worth hitting up @joshcarpenter on twitter, he should know good Daydream people. I'm sure he would be interested in hearing about your experiences too. Ian From: Dan Fischbach Sent: Thursday, 24 November, 00:10 Subject: [games_access] Accessibility thoughts on Google Pixel and Daydream from a legally blind user To: IGDA Games Accessibility SIG Mailing List Hello everyone, First off, Happy Thanksgiving from the GA SIG! :-) I know it has been a very long time since I posted something on here. I figured it was time for me to share my experiences with advances in technology with everyone. (Ian: I saw your VR link from the start of the month and will get to it soon!) I apologize if this email comes off a tad ranty. I recently purchased a new Google Pixel (non-XL) phone to replace my aging Nexus 5. The first day or so having it as my main phone brought with it - for the first time for me - some accessibility challenges, notably the font and UI size. Luckily, I was able to adjust the DPI ("smallest width") in the Developer settings of the device to match my old device. For the record, the setting was 360. It's a shame that this helpful custom DPI setting is a tad hidden for normal users. (although accessing the Developer options on any Android device is quite easy) Anywho if you're reading this you're probably interested in Daydream - which is Google's answer to the various VR headsets out there - and how I fared with it. It's designed to work with the Pixel phone. Since I bought the Pixel phone early enough, I was able to take advantage of an offer that allowed me to get the Daydream device for free. It was a nice gesture, but I was wary. I had never used a VR device before. The device arrived today and I was skeptical. Would I be able to use this device? The short answer is: Unfortunately, no. The text is simply too small for me to read. I even had to fumble my way through the tutorial. I thought I would be able to get my way through by activating the triple-tap accessibility shortcut in Android but no dice. VR doesn't take too kind to that and I would need to keep taking my phone out of the headset. I also had issues with recognizing some icons. The cursor size and color leaves much to be desired as well. I already came upon a white-on-white (or close to it) scenario. So now I am in possession of a Daydream device I can't really enjoy. If anyone would like to use me as a guinea pig for accessibility testing or otherwise regarding VR experiences and/or this device, let me know. If you are or know someone over at Google, I am open to testing with them to improve accessibility of Android and/or Daydream. Thanks everyone, 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 https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: