From Kari.Hattner at hangar13games.com Tue Jan 3 13:15:40 2017 From: Kari.Hattner at hangar13games.com (Kari Hattner (Hangar 13 Games)) Date: Tue, 3 Jan 2017 18:15:40 +0000 Subject: [games_access] Accessibility at CSUN In-Reply-To: References: Message-ID: Very cool. Do these ever end up online anywhere (YouTube?)? ________________________________ From: games_access [games_access-bounces at igda.org] on behalf of Ian Hamilton [i_h at hotmail.com] Sent: Wednesday, December 28, 2016 3:33 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Accessibility at CSUN Beating last year's high water mark, this year's CSUN has eight talks on game accessibility. WEDNESDAY - Using Quorum's Physics Engine to Make Accessible Games, accessibly. Sina Bahram, Andreas Stefik, William Allee http://www.csun.edu/cod/conference/2017/sessions/index.php/public/presentations/view/160 - A study on finding virtual items by foot through ARShogi game. Yoshinari Kameda http://www.csun.edu/cod/conference/2017/sessions/index.php/public/presentations/view/198 Amazon @ CSUN: Products, Presentations, and Play Sessions Peter Korn, Ryan French http://www.csun.edu/cod/conference/2017/sessions/index.php/public/presentations/view/375 - Experience report of blind gamer to develop the accessible action RPG. Takahiro Miura http://www.csun.edu/cod/conference/2017/sessions/index.php/public/presentations/view/16 THURSDAY - How the BBC is changing games testing through accessibility. Hannah Bunce http://www.csun.edu/cod/conference/2017/sessions/index.php/public/presentations/view/67 FRIDAY Pew! Pew! Pew! We Wanna Play, Too. Making Games Accessible. Mark Barlet, Jessie Hall http://www.csun.edu/cod/conference/2017/sessions/index.php/public/presentations/view/403 Raising the bar - 2016's game accessibility advancements. Ian Hamilton http://www.csun.edu/cod/conference/2017/sessions/index.php/public/presentations/view/75 Twitch, an Amazon company, making gaming more accessible and inclusive. Sharmeen Browarek http://www.csun.edu/cod/conference/2017/sessions/index.php/public/presentations/view/387 -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Wed Jan 4 03:44:24 2017 From: i_h at hotmail.com (Ian Hamilton) Date: Wed, 4 Jan 2017 08:44:24 +0000 Subject: [games_access] VR accessibility survey from Lucasfilm Message-ID: "In partnership with Lucasfilm ILMxLAB, the Disability Visibility Project(tm) is conducting an online survey for people with disabilities about VR (virtual reality). ILMxLAB is a division of Lucasfilm focusing on the creation of immersive entertainment combining the talents of Lucasfilm, Industrial Light & Magic, and Skywalker Sound." https://disabilityvisibilityproject.com/2017/01/03/vr/ Failbetter and Bosskey also recently put accessibility surveys out, seems like a good sign. Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From ajryan at onlyusemefeet.com Wed Jan 4 16:17:05 2017 From: ajryan at onlyusemefeet.com (AJ Ryan) Date: Wed, 4 Jan 2017 16:17:05 -0500 Subject: [games_access] VR accessibility survey from Lucasfilm In-Reply-To: References: Message-ID: Excellent, thank you! I wrote some fairly long responses to that survey. I went ahead and posted one response regarding major accessibility issues in VR to my gamedev tumblr here http://onlyusemefeet.tumblr.com/post/155403953716/major-accessibility-issues-with-emerging-virtual to get my thoughts out to the world. This was the best accessibility survey I've taken, but I also think VR accessibility has a long, hard road ahead of it. Thanks for cluing me in, Ian! AJ Ryan http://onlyusemefeet.com On Wed, Jan 4, 2017 at 3:44 AM, Ian Hamilton wrote: > "In partnership with Lucasfilm ILMxLAB, the Disability Visibility Project? > is conducting an online survey for people with disabilities about VR > (virtual reality). ILMxLAB is a division of Lucasfilm focusing on the > creation of immersive entertainment combining the talents of Lucasfilm, > Industrial Light & Magic, and Skywalker Sound." > > https://disabilityvisibilityproject.com/2017/01/03/vr/ > > Failbetter and Bosskey also recently put accessibility surveys out, seems > like a good sign. > > > 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 Thu Jan 5 13:20:50 2017 From: i_h at hotmail.com (Ian Hamilton) Date: Thu, 5 Jan 2017 18:20:50 +0000 Subject: [games_access] Accessibility at CSUN In-Reply-To: References: , Message-ID: Sadly not, but a couple of them look like they're based on academic papers which should be floating around somewhere, and a couple are also at other conferences Ian ________________________________ From: games_access on behalf of Kari Hattner (Hangar 13 Games) Sent: 03 January 2017 18:15 To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Accessibility at CSUN Very cool. Do these ever end up online anywhere (YouTube?)? ________________________________ From: games_access [games_access-bounces at igda.org] on behalf of Ian Hamilton [i_h at hotmail.com] Sent: Wednesday, December 28, 2016 3:33 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Accessibility at CSUN Beating last year's high water mark, this year's CSUN has eight talks on game accessibility. WEDNESDAY - Using Quorum's Physics Engine to Make Accessible Games, accessibly. Sina Bahram, Andreas Stefik, William Allee http://www.csun.edu/cod/conference/2017/sessions/index.php/public/presentations/view/160 - A study on finding virtual items by foot through ARShogi game. Yoshinari Kameda http://www.csun.edu/cod/conference/2017/sessions/index.php/public/presentations/view/198 Amazon @ CSUN: Products, Presentations, and Play Sessions Peter Korn, Ryan French http://www.csun.edu/cod/conference/2017/sessions/index.php/public/presentations/view/375 - Experience report of blind gamer to develop the accessible action RPG. Takahiro Miura http://www.csun.edu/cod/conference/2017/sessions/index.php/public/presentations/view/16 THURSDAY - How the BBC is changing games testing through accessibility. Hannah Bunce http://www.csun.edu/cod/conference/2017/sessions/index.php/public/presentations/view/67 FRIDAY Pew! Pew! Pew! We Wanna Play, Too. Making Games Accessible. Mark Barlet, Jessie Hall http://www.csun.edu/cod/conference/2017/sessions/index.php/public/presentations/view/403 Raising the bar - 2016's game accessibility advancements. Ian Hamilton http://www.csun.edu/cod/conference/2017/sessions/index.php/public/presentations/view/75 Twitch, an Amazon company, making gaming more accessible and inclusive. Sharmeen Browarek http://www.csun.edu/cod/conference/2017/sessions/index.php/public/presentations/view/387 -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at westin.nu Fri Jan 6 06:38:05 2017 From: thomas at westin.nu (Thomas Westin) Date: Fri, 6 Jan 2017 12:38:05 +0100 Subject: [games_access] Game Accessibility Highlights of 2016 Message-ID: Hi all, Ian and I have compiled the following: https://igda-gasig.org/2017/01/06/accessibility-highlights-of-2016/ Let?s make 2017 even better! Best, Thomas -------------- next part -------------- An HTML attachment was scrubbed... URL: From steve at ablegamers.com Fri Jan 6 11:30:49 2017 From: steve at ablegamers.com (Steve Spohn) Date: Fri, 6 Jan 2017 11:30:49 -0500 Subject: [games_access] Game Accessibility Highlights of 2016 In-Reply-To: References: Message-ID: I probably would've included AbleGamers being invited to the White House. But I might be a little biased ;) On Fri, Jan 6, 2017 at 6:38 AM, Thomas Westin wrote: > Hi all, > > Ian and I have compiled the following: > > https://igda-gasig.org/2017/01/06/accessibility-highlights-of-2016/ > > Let?s make 2017 even better! > > Best, > Thomas > > > _______________________________________________ > 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 > > -- Steve Spohn *Chief Operations Officer* @StevenSpohn 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 barrie.ellis at oneswitch.org.uk Sun Jan 8 13:11:27 2017 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 8 Jan 2017 18:11:27 +0000 Subject: [games_access] Game Accessibility Highlights of 2016 In-Reply-To: References: Message-ID: Here's a quick link: https://twitter.com/ablegamers/status/727492947357392896 It was *really* positive, but with Donald "*grab 'em by the pussy*" Trump in charge shortly, will this initiative continue, I wonder? Hope so. On 6 January 2017 at 16:30, Steve Spohn wrote: > I probably would've included AbleGamers being invited to the White House. > But I might be a little biased ;) > > On Fri, Jan 6, 2017 at 6:38 AM, Thomas Westin wrote: > >> Hi all, >> >> Ian and I have compiled the following: >> >> https://igda-gasig.org/2017/01/06/accessibility-highlights-of-2016/ >> >> Let?s make 2017 even better! >> >> Best, >> Thomas >> >> >> _______________________________________________ >> 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 >> >> > > > -- > Steve Spohn > *Chief Operations Officer* > @StevenSpohn > > 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 > > _______________________________________________ > 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 Wed Jan 11 04:58:37 2017 From: i_h at hotmail.com (Ian Hamilton) Date: Wed, 11 Jan 2017 09:58:37 +0000 Subject: [games_access] Global Game Jam Message-ID: This year's diversifiers are up, five accessibility ones - http://globalgamejam.org/news/and-ggj17-diversifiers-are http://globalgamejam.org/global-game-jam-diversifiers It is looking like record participation this year, they're way over 600 venues now, which should translate into over 35000 developers. So should be some nice awareness raising! Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From tb at create.aau.dk Wed Jan 11 06:11:18 2017 From: tb at create.aau.dk (Anthony Brooks) Date: Wed, 11 Jan 2017 11:11:18 +0000 Subject: [games_access] NIME accessibility Message-ID: Dear Ian - Thanks for the mails. I send the below as is is accessibility related (but not games) - maybe you can check it out anyhow - I write as I have the news that I have initiated a new track in the prestigious New Interfaces for Musical Expression (NIME) conference - http://www.nime2017.org It is the ?NIME accessibility? track - hence I am accessibility chair see - http://www.nime2017.org/committee/ I have already received notice of interest in submitting from University of Montreal so I am spreading the news on this within possible interested networks so that there is sizeable submissions on the subject as well as sufficient interest to promote in the following years of the event. Can I ask you to spread the news and to ask others also to support by informing on this new track. Thanks Tony Anthony (aka Tony) Brooks, Professor (Associate) & Founder/Director SensoramaLab Research Portal Profile: http://personprofil.aau.dk/103302 Media Technology (ICT school) Phone: (+45) 21303015, Email: tb at create.aau.dk Address: Aalborg University Esbjerg, Ole R?mers vej 5, 6700 Esbjerg, Denmark Web: www.en.aau.dk ORCiD: http://orcid.org/0000-0003-1334-6230 LINKEDIN: https://dk.linkedin.com/in/anthonylewisbrooks Keynotes (selected): [1] 16th International Conference on Artificial Reality and Telexistence ICAT?2006, Zhejiang University of Technology, Hangzhou, P.R.China [2] ArtsIT 2011, Aalborg, Denmark, [3] AIRtech 2011: Accessibility, Inclusion and Rehabilitation using Information Technologies, La Havana, Cuba [4] Third Annual Aalborg Symposium on The Advances in Neurophysiology and Neural Rehabilitation Engineering of Movement, Aalborg, Denmark [5] 6th Interactive Technologies and Games (ITAG) Conference 2013 (Health, Disability and Education) ITAG?13, Nottingham, United Kingdom [6] 5th International Conference on Internet Technologies & Applications (ITA2013), Wrexham, Wales, UK [7] 7th International Conference on Intelligent Technologies for Interactive Entertainment (Intetain 2015) [8] REHAB2015, Lisbon, Portugal [9] 8th International Conference on Virtual Worlds and Games for Serious Applications - VS-Games 2016, Barcelona, Spain and [10] 14th International Conference on e-Society 2016, Vilamoura, Algarve, Portugal. Selected publications of 200: PhD - ?SOUNDSCAPES: THE EVOLUTION OF A CONCEPT, APPARATUS AND METHOD WHERE LUDIC ENGAGEMENT IN VIRTUAL INTERACTIVE SPACE IS A SUPPLEMENTAL TOOL FOR THERAPEUTIC MOTIVATION? (2011) - A book chapter - ?Intelligent Decision-Support in Virtual Reality Healthcare & Rehabilitation? (2010) and latest books ?Technologies of Inclusive Well-Being: Serious Games, Alternative Realities, and Play Therapy? (2014) ?Recent Advances in Technologies for Inclusive Well-Being: From Worn to Off-body Sensing, Virtual Worlds, and Games for Serious Applications? (2017) Historical paper Virtual Interactive Space (V.I.S.) as a Movement Capture Interface Tool Giving Multimedia Feedback for Treatment and Analysis. In: International Congress of the World Confederation for Physical Therapy (WCPT), Yokohama, Japan (1999) Patent US6893407 ? Communication method and apparatus [cid:7C659F92-7220-4510-AC0E-39B33896C603] From: games_access > on behalf of Ian Hamilton > Reply-To: IGDA Games Accessibility SIG Mailing List > Date: Wednesday 11 January 2017 at 10:58 To: IGDA Games Accessibility SIG Mailing List > Subject: [games_access] Global Game Jam This year's diversifiers are up, five accessibility ones - http://globalgamejam.org/news/and-ggj17-diversifiers-are http://globalgamejam.org/global-game-jam-diversifiers It is looking like record participation this year, they're way over 600 venues now, which should translate into over 35000 developers. So should be some nice awareness raising! Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: A771E2F2-CCAD-4659-AB06-907D28018C6A[25].png Type: image/png Size: 6437 bytes Desc: A771E2F2-CCAD-4659-AB06-907D28018C6A[25].png URL: From i_h at hotmail.com Wed Jan 11 06:34:53 2017 From: i_h at hotmail.com (Ian Hamilton) Date: Wed, 11 Jan 2017 11:34:53 +0000 Subject: [games_access] NIME accessibility In-Reply-To: References: Message-ID: By sending to the games_access email address you're already sharing with the group, but do you have a link specifically about the accessibility track that could be shared? Ian On Wed, Jan 11, 2017 at 11:27 AM +0000, "Anthony Brooks" > wrote: Dear Ian - Thanks for the mails. I send the below as is is accessibility related (but not games) - maybe you can check it out anyhow - I write as I have the news that I have initiated a new track in the prestigious New Interfaces for Musical Expression (NIME) conference - http://www.nime2017.org It is the ?NIME accessibility? track - hence I am accessibility chair see - http://www.nime2017.org/committee/ I have already received notice of interest in submitting from University of Montreal so I am spreading the news on this within possible interested networks so that there is sizeable submissions on the subject as well as sufficient interest to promote in the following years of the event. Can I ask you to spread the news and to ask others also to support by informing on this new track. Thanks Tony Anthony (aka Tony) Brooks, Professor (Associate) & Founder/Director SensoramaLab Research Portal Profile: http://personprofil.aau.dk/103302 Media Technology (ICT school) Phone: (+45) 21303015, Email: tb at create.aau.dk Address: Aalborg University Esbjerg, Ole R?mers vej 5, 6700 Esbjerg, Denmark Web: www.en.aau.dk ORCiD: http://orcid.org/0000-0003-1334-6230 LINKEDIN: https://dk.linkedin.com/in/anthonylewisbrooks Keynotes (selected): [1] 16th International Conference on Artificial Reality and Telexistence ICAT?2006, Zhejiang University of Technology, Hangzhou, P.R.China [2] ArtsIT 2011, Aalborg, Denmark, [3] AIRtech 2011: Accessibility, Inclusion and Rehabilitation using Information Technologies, La Havana, Cuba [4] Third Annual Aalborg Symposium on The Advances in Neurophysiology and Neural Rehabilitation Engineering of Movement, Aalborg, Denmark [5] 6th Interactive Technologies and Games (ITAG) Conference 2013 (Health, Disability and Education) ITAG?13, Nottingham, United Kingdom [6] 5th International Conference on Internet Technologies & Applications (ITA2013), Wrexham, Wales, UK [7] 7th International Conference on Intelligent Technologies for Interactive Entertainment (Intetain 2015) [8] REHAB2015, Lisbon, Portugal [9] 8th International Conference on Virtual Worlds and Games for Serious Applications - VS-Games 2016, Barcelona, Spain and [10] 14th International Conference on e-Society 2016, Vilamoura, Algarve, Portugal. Selected publications of 200: PhD - ?SOUNDSCAPES: THE EVOLUTION OF A CONCEPT, APPARATUS AND METHOD WHERE LUDIC ENGAGEMENT IN VIRTUAL INTERACTIVE SPACE IS A SUPPLEMENTAL TOOL FOR THERAPEUTIC MOTIVATION? (2011) - A book chapter - ?Intelligent Decision-Support in Virtual Reality Healthcare & Rehabilitation? (2010) and latest books ?Technologies of Inclusive Well-Being: Serious Games, Alternative Realities, and Play Therapy? (2014) ?Recent Advances in Technologies for Inclusive Well-Being: From Worn to Off-body Sensing, Virtual Worlds, and Games for Serious Applications? (2017) Historical paper Virtual Interactive Space (V.I.S.) as a Movement Capture Interface Tool Giving Multimedia Feedback for Treatment and Analysis. In: International Congress of the World Confederation for Physical Therapy (WCPT), Yokohama, Japan (1999) Patent US6893407 ? Communication method and apparatus [cid:7C659F92-7220-4510-AC0E-39B33896C603] From: games_access > on behalf of Ian Hamilton > Reply-To: IGDA Games Accessibility SIG Mailing List > Date: Wednesday 11 January 2017 at 10:58 To: IGDA Games Accessibility SIG Mailing List > Subject: [games_access] Global Game Jam This year's diversifiers are up, five accessibility ones - http://globalgamejam.org/news/and-ggj17-diversifiers-are http://globalgamejam.org/global-game-jam-diversifiers It is looking like record participation this year, they're way over 600 venues now, which should translate into over 35000 developers. So should be some nice awareness raising! Ian Dear Ian - Thanks for the mails. I send the below as is is accessibility related (but not games) - maybe you can check it out anyhow - I write as I have the news that I have initiated a new track in the prestigious New Interfaces for Musical Expression (NIME) conference - http://www.nime2017.org It is the ?NIME accessibility? track - hence I am accessibility chair see - http://www.nime2017.org/committee/ I have already received notice of interest in submitting from University of Montreal so I am spreading the news on this within possible interested networks so that there is sizeable submissions on the subject as well as sufficient interest to promote in the following years of the event. Can I ask you to spread the news and to ask others also to support by informing on this new track. Thanks Tony Anthony (aka Tony) Brooks, Professor (Associate) & Founder/Director SensoramaLab Research Portal Profile: http://personprofil.aau.dk/103302 Media Technology (ICT school) Phone: (+45) 21303015, Email: tb at create.aau.dk Address: Aalborg University Esbjerg, Ole R?mers vej 5, 6700 Esbjerg, Denmark Web: www.en.aau.dk ORCiD: http://orcid.org/0000-0003-1334-6230 LINKEDIN: https://dk.linkedin.com/in/anthonylewisbrooks Keynotes (selected): [1] 16th International Conference on Artificial Reality and Telexistence ICAT?2006, Zhejiang University of Technology, Hangzhou, P.R.China [2] ArtsIT 2011, Aalborg, Denmark, [3] AIRtech 2011: Accessibility, Inclusion and Rehabilitation using Information Technologies, La Havana, Cuba [4] Third Annual Aalborg Symposium on The Advances in Neurophysiology and Neural Rehabilitation Engineering of Movement, Aalborg, Denmark [5] 6th Interactive Technologies and Games (ITAG) Conference 2013 (Health, Disability and Education) ITAG?13, Nottingham, United Kingdom [6] 5th International Conference on Internet Technologies & Applications (ITA2013), Wrexham, Wales, UK [7] 7th International Conference on Intelligent Technologies for Interactive Entertainment (Intetain 2015) [8] REHAB2015, Lisbon, Portugal [9] 8th International Conference on Virtual Worlds and Games for Serious Applications - VS-Games 2016, Barcelona, Spain and [10] 14th International Conference on e-Society 2016, Vilamoura, Algarve, Portugal. Selected publications of 200: PhD - ?SOUNDSCAPES: THE EVOLUTION OF A CONCEPT, APPARATUS AND METHOD WHERE LUDIC ENGAGEMENT IN VIRTUAL INTERACTIVE SPACE IS A SUPPLEMENTAL TOOL FOR THERAPEUTIC MOTIVATION? (2011) - A book chapter - ?Intelligent Decision-Support in Virtual Reality Healthcare & Rehabilitation? (2010) and latest books ?Technologies of Inclusive Well-Being: Serious Games, Alternative Realities, and Play Therapy? (2014) ?Recent Advances in Technologies for Inclusive Well-Being: From Worn to Off-body Sensing, Virtual Worlds, and Games for Serious Applications? (2017) Historical paper Virtual Interactive Space (V.I.S.) as a Movement Capture Interface Tool Giving Multimedia Feedback for Treatment and Analysis. In: International Congress of the World Confederation for Physical Therapy (WCPT), Yokohama, Japan (1999) Patent US6893407 ? Communication method and apparatus [cid:7C659F92-7220-4510-AC0E-39B33896C603] From: games_access > on behalf of Ian Hamilton > Reply-To: IGDA Games Accessibility SIG Mailing List > Date: Wednesday 11 January 2017 at 10:58 To: IGDA Games Accessibility SIG Mailing List > Subject: [games_access] Global Game Jam This year's diversifiers are up, five accessibility ones - http://globalgamejam.org/news/and-ggj17-diversifiers-are http://globalgamejam.org/global-game-jam-diversifiers It is looking like record participation this year, they're way over 600 venues now, which should translate into over 35000 developers. So should be some nice awareness raising! Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... 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Ian was mentioning on the Unity Screen reader accessibility thread: https://feedback.unity3d.com/suggestions/screen-reader-accessibility That Apple had an idea to replicate the UI above the app, but I can't find any information about this at all. Are there any articles or papers on Apple's trial? Was this invisible UI ever tried on the PC? I think that a layer like this would be very useful, especially if the application had some sort of image or character recognition to present new content to the screen reader. Are there any other applications or companies who have made (or tried to make) any programs to add accessibility to prebuilt apps and particularly GL rendered apps and games? Thanks, Brandon Keith Biggs -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Fri Jan 13 09:47:36 2017 From: i_h at hotmail.com (Ian Hamilton) Date: Fri, 13 Jan 2017 14:47:36 +0000 Subject: [games_access] Toolkits for making GL rendered content screen reader accessible? In-Reply-To: References: Message-ID: Yes, BBC tried it, didn't work sadly! Reason being that the layer is rendered by the CPU and the visual by the GPU, and mobiles only have a tiny bus width, so constantly switching between the two layers do to the updates caused framerates to slow to an unplayable crawl. So BBC just put an end to developing with Unity for cross platform web games and use HTML5 instead. For PC you can use Tolk, Skullgirls managed to get it working nicely for their UI. It still needs to be actively integrated by a developer, it only outputs what is passed out to it so is still far more work than it should be, involving focus management and passing the info out to all be handled at a game developer level, and doesn't work with all screenreaders or cross-platform either. But it's something at least. That's about as good as it gets for now, until if/when engine devs integrate something like it internally. https://davykager.com/projects/tolk/ I don't think OCR would have much chance of working with most games due to the kind of typefaces and typography used, but most of the text, text strings for copy and text labels for UI elements, is already there inside the game anyway. Just (just..) need the engine devs to implement a way of exposing it. That's easily my top thing I'd like to see happen in accessibility, such a frustrating barrier. Ian ________________________________ From: games_access on behalf of Brandon Keith Biggs Sent: 13 January 2017 14:20 To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Toolkits for making GL rendered content screen reader accessible? Hello, I am wondering what research or work has been done on making GL rendered content accessible to screen reader users? Ian was mentioning on the Unity Screen reader accessibility thread: https://feedback.unity3d.com/suggestions/screen-reader-accessibility That Apple had an idea to replicate the UI above the app, but I can't find any information about this at all. Are there any articles or papers on Apple's trial? Was this invisible UI ever tried on the PC? I think that a layer like this would be very useful, especially if the application had some sort of image or character recognition to present new content to the screen reader. Are there any other applications or companies who have made (or tried to make) any programs to add accessibility to prebuilt apps and particularly GL rendered apps and games? Thanks, Brandon Keith Biggs -------------- next part -------------- An HTML attachment was scrubbed... URL: From brandonkeithbiggs at gmail.com Fri Jan 13 10:19:28 2017 From: brandonkeithbiggs at gmail.com (Brandon Keith Biggs) Date: Fri, 13 Jan 2017 07:19:28 -0800 Subject: [games_access] Toolkits for making GL rendered content screen reader accessible? In-Reply-To: References: Message-ID: Hello, Are most games using a limited number of typeface and fonts? If so, one could just tell an OCR engine that this is A, this is B and whatnot. It would probably be more accurate than current OCR. Also, most players have more free time to create an accessibility layer than the game devs do. anything that would take the work and give it to the non technical community would be more than worth it. Do you have any articles or talks about the BBC Unity accessibility experience? I really want to learn as much as possible about what they did, what worked, what didn't work and whatnot. I would also love to reference their case in a paper I am writing. Thanks, Brandon Keith Biggs On Fri, Jan 13, 2017 at 6:47 AM, Ian Hamilton wrote: > Yes, BBC tried it, didn't work sadly! > > > Reason being that the layer is rendered by the CPU and the visual by the > GPU, and mobiles only have a tiny bus width, so constantly switching > between the two layers do to the updates caused framerates to slow to an > unplayable crawl. So BBC just put an end to developing with Unity for cross > platform web games and use HTML5 instead. > > For PC you can use Tolk, Skullgirls managed to get it working nicely for > their UI. It still needs to be actively integrated by a developer, it only > outputs what is passed out to it so is still far more work than it should > be, involving focus management and passing the info out to all be handled > at a game developer level, and doesn't work with all screenreaders or > cross-platform either. But it's something at least. That's about as good as > it gets for now, until if/when engine devs integrate something like it > internally. > > https://davykager.com/projects/tolk/ > > I don't think OCR would have much chance of working with most games due to > the kind of typefaces and typography used, but most of the text, text > strings for copy and text labels for UI elements, is already there inside > the game anyway. Just (just..) need the engine devs to implement a way > of exposing it. > > That's easily my top thing I'd like to see happen in accessibility, such a > frustrating barrier. > > Ian > > ------------------------------ > *From:* games_access on behalf of Brandon > Keith Biggs > *Sent:* 13 January 2017 14:20 > *To:* IGDA Games Accessibility SIG Mailing List > *Subject:* [games_access] Toolkits for making GL rendered content screen > reader accessible? > > Hello, > I am wondering what research or work has been done on making GL rendered > content accessible to screen reader users? > Ian was mentioning on the Unity Screen reader accessibility thread: > https://feedback.unity3d.com/suggestions/screen-reader-accessibility > That Apple had an idea to replicate the UI above the app, but I can't find > any information about this at all. Are there any articles or papers on > Apple's trial? Was this invisible UI ever tried on the PC? > > I think that a layer like this would be very useful, especially if the > application had some sort of image or character recognition to present new > content to the screen reader. > Are there any other applications or companies who have made (or tried to > make) any programs to add accessibility to prebuilt apps and particularly > GL rendered apps and games? > Thanks, > > Brandon Keith Biggs > > _______________________________________________ > 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 Fri Jan 13 11:09:43 2017 From: i_h at hotmail.com (Ian Hamilton) Date: Fri, 13 Jan 2017 16:09:43 +0000 Subject: [games_access] Toolkits for making GL rendered content screen reader accessible? In-Reply-To: References: , Message-ID: Not at all unfortunately, games have more diverse ranges of typefaces and typography than most other media, which is an accessibility issue in itself, for people who have difficulty reading.. e.g. a tiny bespokely made ornate fantasy font in full caps. It's something that could/should be done just a single time by the engine developer. That way it should just work like native iOS app development.. the UI accessibility mostly just works (e.g. the accidental blind accessibility here, just from having logically named UI elements), all that's left for game developers is just a bit of tweaking, which is a much more realistic ask than the current option of dumping your engine and starting again from scratch. No articles about the BBC tests beyond a little bit that I wrote here - http://ian-hamilton.com/screenreaders-and-game-engines/ It's just that simple of thing of one layer being CPU and one being GPU, which kills the idea due to the tiny bus width on mobiles. It's fine as a hacky workaround for games that have static visuals so can happily run at 2fps, but many games don't work with that. Again things like that and TOLK are just hacky workarounds to try and substitute for work that game engines should have taken care of themselves, game engines are where the issue lies. It isn't an issue that's unique to game development, you see the same thing anywhere where frameworks are used. But because there are a small range of popular ones in gamedev it would be very easy to make a difference, particularly as the vast majority of games that have a mechanic suited to screenreader accessibility are made in Unity anyway. Just Unity fixing it would make a staggering difference. Ian ________________________________ From: games_access on behalf of Brandon Keith Biggs Sent: 13 January 2017 15:19 To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Toolkits for making GL rendered content screen reader accessible? Hello, Are most games using a limited number of typeface and fonts? If so, one could just tell an OCR engine that this is A, this is B and whatnot. It would probably be more accurate than current OCR. Also, most players have more free time to create an accessibility layer than the game devs do. anything that would take the work and give it to the non technical community would be more than worth it. Do you have any articles or talks about the BBC Unity accessibility experience? I really want to learn as much as possible about what they did, what worked, what didn't work and whatnot. I would also love to reference their case in a paper I am writing. Thanks, Brandon Keith Biggs On Fri, Jan 13, 2017 at 6:47 AM, Ian Hamilton > wrote: Yes, BBC tried it, didn't work sadly! Reason being that the layer is rendered by the CPU and the visual by the GPU, and mobiles only have a tiny bus width, so constantly switching between the two layers do to the updates caused framerates to slow to an unplayable crawl. So BBC just put an end to developing with Unity for cross platform web games and use HTML5 instead. For PC you can use Tolk, Skullgirls managed to get it working nicely for their UI. It still needs to be actively integrated by a developer, it only outputs what is passed out to it so is still far more work than it should be, involving focus management and passing the info out to all be handled at a game developer level, and doesn't work with all screenreaders or cross-platform either. But it's something at least. That's about as good as it gets for now, until if/when engine devs integrate something like it internally. https://davykager.com/projects/tolk/ I don't think OCR would have much chance of working with most games due to the kind of typefaces and typography used, but most of the text, text strings for copy and text labels for UI elements, is already there inside the game anyway. Just (just..) need the engine devs to implement a way of exposing it. That's easily my top thing I'd like to see happen in accessibility, such a frustrating barrier. Ian ________________________________ From: games_access > on behalf of Brandon Keith Biggs > Sent: 13 January 2017 14:20 To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Toolkits for making GL rendered content screen reader accessible? Hello, I am wondering what research or work has been done on making GL rendered content accessible to screen reader users? Ian was mentioning on the Unity Screen reader accessibility thread: https://feedback.unity3d.com/suggestions/screen-reader-accessibility That Apple had an idea to replicate the UI above the app, but I can't find any information about this at all. Are there any articles or papers on Apple's trial? Was this invisible UI ever tried on the PC? I think that a layer like this would be very useful, especially if the application had some sort of image or character recognition to present new content to the screen reader. Are there any other applications or companies who have made (or tried to make) any programs to add accessibility to prebuilt apps and particularly GL rendered apps and games? Thanks, Brandon Keith Biggs _______________________________________________ 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 Fri Jan 13 12:24:41 2017 From: brandonkeithbiggs at gmail.com (Brandon Keith Biggs) Date: Fri, 13 Jan 2017 09:24:41 -0800 Subject: [games_access] Toolkits for making GL rendered content screen reader accessible? In-Reply-To: References: Message-ID: Hello, One major problem that I have heard from game developers is that using stock widgets is too difficult. It is hard to customize them and they don't work well with animation. Has anyone ever tried making an animated game with native widgets? I think Unity would need to implement some kind of fake native cover to the different elements on the screen. If there are stock widgets or shapes, they could be assigned a button type or whatnot. What would be the feasibility of using IAccessible2 in a Unity project? Thanks, Brandon Keith Biggs On Fri, Jan 13, 2017 at 8:09 AM, Ian Hamilton wrote: > > Not at all unfortunately, games have more diverse ranges of typefaces and > typography than most other media, which is an accessibility issue in > itself, for people who have difficulty reading.. e.g. a tiny bespokely made > ornate fantasy font in full caps. > > It's something that could/should be done just a single time by the engine > developer. That way it should just work like native iOS app development.. > the UI accessibility mostly just works (e.g. the accidental blind > accessibility here, just from having logically named UI elements), all > that's left for game developers is just a bit of tweaking, which is a much > more realistic ask than the current option of dumping your engine and > starting again from scratch. > > No articles about the BBC tests beyond a little bit that I wrote here - > > http://ian-hamilton.com/screenreaders-and-game-engines/ > > It's just that simple of thing of one layer being CPU and one being GPU, > which kills the idea due to the tiny bus width on mobiles. It's fine as a > hacky workaround for games that have static visuals so can happily run at > 2fps, but many games don't work with that. > > Again things like that and TOLK are just hacky workarounds to try and > substitute for work that game engines should have taken care of themselves, > game engines are where the issue lies. > > It isn't an issue that's unique to game development, you see the same > thing anywhere where frameworks are used. But because there are a small > range of popular ones in gamedev it would be very easy to make a > difference, particularly as the vast majority of games that have a mechanic > suited to screenreader accessibility are made in Unity anyway. Just Unity > fixing it would make a staggering difference. > > Ian > > ------------------------------ > *From:* games_access on behalf of Brandon > Keith Biggs > *Sent:* 13 January 2017 15:19 > *To:* IGDA Games Accessibility SIG Mailing List > *Subject:* Re: [games_access] Toolkits for making GL rendered content > screen reader accessible? > > Hello, > Are most games using a limited number of typeface and fonts? > If so, one could just tell an OCR engine that this is A, this is B and > whatnot. It would probably be more accurate than current OCR. Also, most > players have more free time to create an accessibility layer than the game > devs do. anything that would take the work and give it to the non technical > community would be more than worth it. > > Do you have any articles or talks about the BBC Unity accessibility > experience? I really want to learn as much as possible about what they did, > what worked, what didn't work and whatnot. I would also love to reference > their case in a paper I am writing. > Thanks, > > > Brandon Keith Biggs > > On Fri, Jan 13, 2017 at 6:47 AM, Ian Hamilton wrote: > >> Yes, BBC tried it, didn't work sadly! >> >> >> Reason being that the layer is rendered by the CPU and the visual by the >> GPU, and mobiles only have a tiny bus width, so constantly switching >> between the two layers do to the updates caused framerates to slow to an >> unplayable crawl. So BBC just put an end to developing with Unity for cross >> platform web games and use HTML5 instead. >> >> For PC you can use Tolk, Skullgirls managed to get it working nicely for >> their UI. It still needs to be actively integrated by a developer, it only >> outputs what is passed out to it so is still far more work than it should >> be, involving focus management and passing the info out to all be handled >> at a game developer level, and doesn't work with all screenreaders or >> cross-platform either. But it's something at least. That's about as good as >> it gets for now, until if/when engine devs integrate something like it >> internally. >> >> https://davykager.com/projects/tolk/ >> >> I don't think OCR would have much chance of working with most games due >> to the kind of typefaces and typography used, but most of the text, text >> strings for copy and text labels for UI elements, is already there inside >> the game anyway. Just (just..) need the engine devs to implement a way >> of exposing it. >> >> That's easily my top thing I'd like to see happen in accessibility, such >> a frustrating barrier. >> >> Ian >> >> ------------------------------ >> *From:* games_access on behalf of >> Brandon Keith Biggs >> *Sent:* 13 January 2017 14:20 >> *To:* IGDA Games Accessibility SIG Mailing List >> *Subject:* [games_access] Toolkits for making GL rendered content screen >> reader accessible? >> >> Hello, >> I am wondering what research or work has been done on making GL rendered >> content accessible to screen reader users? >> Ian was mentioning on the Unity Screen reader accessibility thread: >> https://feedback.unity3d.com/suggestions/screen-reader-accessibility >> That Apple had an idea to replicate the UI above the app, but I can't >> find any information about this at all. Are there any articles or papers on >> Apple's trial? Was this invisible UI ever tried on the PC? >> >> I think that a layer like this would be very useful, especially if the >> application had some sort of image or character recognition to present new >> content to the screen reader. >> Are there any other applications or companies who have made (or tried to >> make) any programs to add accessibility to prebuilt apps and particularly >> GL rendered apps and games? >> Thanks, >> >> Brandon Keith Biggs >> >> _______________________________________________ >> 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 >> >> > > _______________________________________________ > 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 Fri Jan 13 13:12:59 2017 From: i_h at hotmail.com (Ian Hamilton) Date: Fri, 13 Jan 2017 18:12:59 +0000 Subject: [games_access] Toolkits for making GL rendered content screen reader accessible? In-Reply-To: References: , Message-ID: You mean developing natively rather than using an engine? Apart from all the nice toys that you get with engines a big issue is that developing natively means you're only developing for a single platform, so it's a totally unrealistic ask for a developer to give up cross platform publishing and have to develop natively for each platform they want to release on. It causes all manner of problems between gamers and developers, developers just telling gamers that they've investigated it and it's not technically/financially possible (for above reasons, but not explaining those reasons), gamers having seen games with similar mechanics that are accessible, so reacting angrily to what they see as devs lying.. really unfortunate. Especially as blind gamers are such a great demographic to work with. There would be another hacky way of doing it, which would be for the engine to abuse the notification system, and send a notification out whenever an element receives focus. Working on push rather than pull, with focus management handled by the engine rather than the OS. That way the OS never needs to see anything inside the game. But from what I've been told from one of the platforms there wouldn't be much point in doing that for their platform at least, as apparently it would be a similar level of work to do that as change how the rendering works to output native accessible UI (properly accessible without needing a layer). ________________________________ From: games_access on behalf of Brandon Keith Biggs Sent: 13 January 2017 17:24 To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Toolkits for making GL rendered content screen reader accessible? Hello, One major problem that I have heard from game developers is that using stock widgets is too difficult. It is hard to customize them and they don't work well with animation. Has anyone ever tried making an animated game with native widgets? I think Unity would need to implement some kind of fake native cover to the different elements on the screen. If there are stock widgets or shapes, they could be assigned a button type or whatnot. What would be the feasibility of using IAccessible2 in a Unity project? Thanks, Brandon Keith Biggs On Fri, Jan 13, 2017 at 8:09 AM, Ian Hamilton > wrote: Not at all unfortunately, games have more diverse ranges of typefaces and typography than most other media, which is an accessibility issue in itself, for people who have difficulty reading.. e.g. a tiny bespokely made ornate fantasy font in full caps. It's something that could/should be done just a single time by the engine developer. That way it should just work like native iOS app development.. the UI accessibility mostly just works (e.g. the accidental blind accessibility here, just from having logically named UI elements), all that's left for game developers is just a bit of tweaking, which is a much more realistic ask than the current option of dumping your engine and starting again from scratch. No articles about the BBC tests beyond a little bit that I wrote here - http://ian-hamilton.com/screenreaders-and-game-engines/ It's just that simple of thing of one layer being CPU and one being GPU, which kills the idea due to the tiny bus width on mobiles. It's fine as a hacky workaround for games that have static visuals so can happily run at 2fps, but many games don't work with that. Again things like that and TOLK are just hacky workarounds to try and substitute for work that game engines should have taken care of themselves, game engines are where the issue lies. It isn't an issue that's unique to game development, you see the same thing anywhere where frameworks are used. But because there are a small range of popular ones in gamedev it would be very easy to make a difference, particularly as the vast majority of games that have a mechanic suited to screenreader accessibility are made in Unity anyway. Just Unity fixing it would make a staggering difference. Ian ________________________________ From: games_access > on behalf of Brandon Keith Biggs > Sent: 13 January 2017 15:19 To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Toolkits for making GL rendered content screen reader accessible? Hello, Are most games using a limited number of typeface and fonts? If so, one could just tell an OCR engine that this is A, this is B and whatnot. It would probably be more accurate than current OCR. Also, most players have more free time to create an accessibility layer than the game devs do. anything that would take the work and give it to the non technical community would be more than worth it. Do you have any articles or talks about the BBC Unity accessibility experience? I really want to learn as much as possible about what they did, what worked, what didn't work and whatnot. I would also love to reference their case in a paper I am writing. Thanks, Brandon Keith Biggs On Fri, Jan 13, 2017 at 6:47 AM, Ian Hamilton > wrote: Yes, BBC tried it, didn't work sadly! Reason being that the layer is rendered by the CPU and the visual by the GPU, and mobiles only have a tiny bus width, so constantly switching between the two layers do to the updates caused framerates to slow to an unplayable crawl. So BBC just put an end to developing with Unity for cross platform web games and use HTML5 instead. For PC you can use Tolk, Skullgirls managed to get it working nicely for their UI. It still needs to be actively integrated by a developer, it only outputs what is passed out to it so is still far more work than it should be, involving focus management and passing the info out to all be handled at a game developer level, and doesn't work with all screenreaders or cross-platform either. But it's something at least. That's about as good as it gets for now, until if/when engine devs integrate something like it internally. https://davykager.com/projects/tolk/ I don't think OCR would have much chance of working with most games due to the kind of typefaces and typography used, but most of the text, text strings for copy and text labels for UI elements, is already there inside the game anyway. Just (just..) need the engine devs to implement a way of exposing it. That's easily my top thing I'd like to see happen in accessibility, such a frustrating barrier. Ian ________________________________ From: games_access > on behalf of Brandon Keith Biggs > Sent: 13 January 2017 14:20 To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Toolkits for making GL rendered content screen reader accessible? Hello, I am wondering what research or work has been done on making GL rendered content accessible to screen reader users? Ian was mentioning on the Unity Screen reader accessibility thread: https://feedback.unity3d.com/suggestions/screen-reader-accessibility That Apple had an idea to replicate the UI above the app, but I can't find any information about this at all. Are there any articles or papers on Apple's trial? Was this invisible UI ever tried on the PC? I think that a layer like this would be very useful, especially if the application had some sort of image or character recognition to present new content to the screen reader. Are there any other applications or companies who have made (or tried to make) any programs to add accessibility to prebuilt apps and particularly GL rendered apps and games? Thanks, Brandon Keith Biggs _______________________________________________ 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 _______________________________________________ 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 Fri Jan 13 21:48:20 2017 From: i_h at hotmail.com (Ian Hamilton) Date: Sat, 14 Jan 2017 02:48:20 +0000 Subject: [games_access] Xbox accessibility Message-ID: "A host" of new accessibility features coming to preview this month - https://mobile.twitter.com/XboxQwik/status/819981850227576832 -------------- next part -------------- An HTML attachment was scrubbed... URL: From brannonz at microsoft.com Sun Jan 15 22:12:47 2017 From: brannonz at microsoft.com (Brannon Zahand) Date: Mon, 16 Jan 2017 03:12:47 +0000 Subject: [games_access] Xbox accessibility In-Reply-To: References: Message-ID: Looking forward to #GAconf! ^_^ From: games_access [mailto:games_access-bounces at igda.org] On Behalf Of Ian Hamilton Sent: Friday, January 13, 2017 6:48 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Xbox accessibility "A host" of new accessibility features coming to preview this month - https://mobile.twitter.com/XboxQwik/status/819981850227576832 -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Mon Jan 23 19:12:31 2017 From: i_h at hotmail.com (Ian Hamilton) Date: Tue, 24 Jan 2017 00:12:31 +0000 Subject: [games_access] Xbox accessibility updates Message-ID: Lots of nice stuff hitting preview: http://news.xbox.com/2017/01/23/xbox-creators-update-preview/ Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Mon Jan 23 16:42:47 2017 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 23 Jan 2017 21:42:47 +0000 Subject: [games_access] Xbox One "Co-Pilot" Message-ID: Fantastic news from Xbox..... ? Enabling Xbox One to be accessible for everyone: One important area for us with this release is to enable Xbox One to be able to be used and played by everyone. Take for instance our new Copilot feature which allows two controllers to act as if they were one. This will help make Xbox One more inviting to new gamers needing assistance, more fun by adding cooperative controls for any game and easier for players who need unique configurations to play ? whether that is with hands apart, hand and chin, hand and foot, etc.. We are also adding new enhancements to Magnifier and Narrator, as well as giving more options over audio output and custom rumble settings on a controller, which was previously reserved for the Xbox Elite Controller. You can find these accessibility options, and more, in Settings > Ease of Access. Read more at http://news.xbox.com/2017/01/23/xbox-creators-update-preview/#AsMjGLjvffvbTHWu.99 -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: xbox.jpg Type: image/jpeg Size: 84683 bytes Desc: not available URL: From chad at anacronist.com Tue Jan 24 01:57:26 2017 From: chad at anacronist.com (Chad Philip Johnson) Date: Mon, 23 Jan 2017 22:57:26 -0800 Subject: [games_access] Xbox One "Co-Pilot" In-Reply-To: References: Message-ID: Copilot is a really awesome idea. There are lots of interesting gameplay possibilities with this feature too. Chad Philip Johnson Anacronist Software On 01/23/2017 01:42 PM, Barrie Ellis wrote: > Fantastic news from Xbox..... > > Enabling Xbox One to be accessible for everyone: One important area > for us with this release is to enable Xbox One to be able to be used > and played by everyone. Take for instance our new Copilot feature > which allows two controllers to act as if they were one. This will > help make Xbox One more inviting to new gamers needing assistance, > more fun by adding cooperative controls for any game and easier for > players who need unique configurations to play ? whether that is with > hands apart, hand and chin, hand and foot, etc.. We are also adding > new enhancements to Magnifier and Narrator, as well as giving more > options over audio output and custom rumble settings on a controller, > which was previously reserved for the Xbox Elite Controller. You can > find these accessibility options, and more, in Settings > Ease of Access. > > Read more at > http://news.xbox.com/2017/01/23/xbox-creators-update-preview/#AsMjGLjvffvbTHWu.99 > > > > _______________________________________________ > 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 brycejo at microsoft.com Mon Jan 23 19:58:54 2017 From: brycejo at microsoft.com (Bryce Johnson) Date: Tue, 24 Jan 2017 00:58:54 +0000 Subject: [games_access] Xbox One "Co-Pilot" In-Reply-To: References: Message-ID: CoPilot is a good start, we hope to make it better. We'll need your feedback. We want it to benefit the most possible people. Bryce Sent from Outlook ________________________________ From: games_access on behalf of Barrie Ellis Sent: Monday, January 23, 2017 1:42:47 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Xbox One "Co-Pilot" Fantastic news from Xbox..... [cid:ii_iyamc7rs0_159cd47907ed4ec3] ? Enabling Xbox One to be accessible for everyone: One important area for us with this release is to enable Xbox One to be able to be used and played by everyone. Take for instance our new Copilot feature which allows two controllers to act as if they were one. This will help make Xbox One more inviting to new gamers needing assistance, more fun by adding cooperative controls for any game and easier for players who need unique configurations to play - whether that is with hands apart, hand and chin, hand and foot, etc.. We are also adding new enhancements to Magnifier and Narrator, as well as giving more options over audio output and custom rumble settings on a controller, which was previously reserved for the Xbox Elite Controller. You can find these accessibility options, and more, in Settings > Ease of Access. Read more at http://news.xbox.com/2017/01/23/xbox-creators-update-preview/#AsMjGLjvffvbTHWu.99 -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: xbox.jpg Type: image/jpeg Size: 84683 bytes Desc: xbox.jpg URL: From brycejo at microsoft.com Mon Jan 23 19:59:59 2017 From: brycejo at microsoft.com (Bryce Johnson) Date: Tue, 24 Jan 2017 00:59:59 +0000 Subject: [games_access] Xbox One "Co-Pilot" In-Reply-To: References: , Message-ID: https://www.reddit.com/r/xboxone/comments/5prg8c/preview_update_for_xbox_insiders/ The Reddit thread on CoPilot is pretty good. Bryce Sent from Outlook ________________________________ From: Bryce Johnson Sent: Monday, January 23, 2017 4:58:54 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Xbox One "Co-Pilot" CoPilot is a good start, we hope to make it better. We'll need your feedback. We want it to benefit the most possible people. Bryce Sent from Outlook ________________________________ From: games_access on behalf of Barrie Ellis Sent: Monday, January 23, 2017 1:42:47 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Xbox One "Co-Pilot" Fantastic news from Xbox..... [cid:ii_iyamc7rs0_159cd47907ed4ec3] ? Enabling Xbox One to be accessible for everyone: One important area for us with this release is to enable Xbox One to be able to be used and played by everyone. Take for instance our new Copilot feature which allows two controllers to act as if they were one. This will help make Xbox One more inviting to new gamers needing assistance, more fun by adding cooperative controls for any game and easier for players who need unique configurations to play - whether that is with hands apart, hand and chin, hand and foot, etc.. We are also adding new enhancements to Magnifier and Narrator, as well as giving more options over audio output and custom rumble settings on a controller, which was previously reserved for the Xbox Elite Controller. You can find these accessibility options, and more, in Settings > Ease of Access. Read more at http://news.xbox.com/2017/01/23/xbox-creators-update-preview/#AsMjGLjvffvbTHWu.99 -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: xbox.jpg Type: image/jpeg Size: 84683 bytes Desc: xbox.jpg URL: From kingettr at gmail.com Tue Jan 24 11:57:41 2017 From: kingettr at gmail.com (Robert W Kingett) Date: Tue, 24 Jan 2017 10:57:41 -0600 Subject: [games_access] accessible interactive fiction creators? Message-ID: <7b913a64-7f69-84df-84c4-c18f4d21f6b0@gmail.com> I am running a windows machine, and I have a unique problem. I am totally blind and use NVDA. None of the interactive fiction writing tools I tried are accessible to NVDA. doesanyone know of a tool that is accessible? I would also like to create interactive fiction on Amazon Echo too! From i_h at hotmail.com Tue Jan 24 12:16:54 2017 From: i_h at hotmail.com (Ian Hamilton) Date: Tue, 24 Jan 2017 17:16:54 +0000 Subject: [games_access] accessible interactive fiction creators? In-Reply-To: <7b913a64-7f69-84df-84c4-c18f4d21f6b0@gmail.com> References: <7b913a64-7f69-84df-84c4-c18f4d21f6b0@gmail.com> Message-ID: Not so unique :) Could try Inform, or even Twine if you don't mind creating in a text editor - http://twee2.danq.me/documentation.html Ian ________________________________ From: games_access on behalf of Robert W Kingett Sent: 24 January 2017 16:57 To: games_access at igda.org Subject: [games_access] accessible interactive fiction creators? I am running a windows machine, and I have a unique problem. I am totally blind and use NVDA. None of the interactive fiction writing tools I tried are accessible to NVDA. doesanyone know of a tool that is accessible? I would also like to create interactive fiction on Amazon Echo too! _______________________________________________ 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 Jan 24 12:22:54 2017 From: brandonkeithbiggs at gmail.com (Brandon Keith Biggs) Date: Tue, 24 Jan 2017 09:22:54 -0800 Subject: [games_access] accessible interactive fiction creators? In-Reply-To: <7b913a64-7f69-84df-84c4-c18f4d21f6b0@gmail.com> References: <7b913a64-7f69-84df-84c4-c18f4d21f6b0@gmail.com> Message-ID: Hello, https://www.renpy.org/ is great. I'm not sure if graphic novels count as IF, but I'm sure you can use this to create what ever. Thanks, Brandon Keith Biggs On Tue, Jan 24, 2017 at 8:57 AM, Robert W Kingett wrote: > I am running a windows machine, and I have a unique problem. I am totally > blind and use NVDA. None of the interactive fiction writing tools I tried > are accessible to NVDA. doesanyone know of a tool that is accessible? I > would also like to create interactive fiction on Amazon Echo too! > _______________________________________________ > 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 EMuston-Firsch at craighospital.org Tue Jan 24 12:31:00 2017 From: EMuston-Firsch at craighospital.org (Muston-Firsch, Erin) Date: Tue, 24 Jan 2017 17:31:00 +0000 Subject: [games_access] Xbox One "Co-Pilot" In-Reply-To: References: , Message-ID: <9616B1E9D2D8154FA3241733896D9F577EB65C2E@chmail1.craig-hospital.org> This looks great. As a clinician/therapist, I can?t wait to start testing Copilot with my patients. Great to see some of Xbox?s Gaming For Everyone efforts as they roll out. [cid:image015.jpg at 01D2762C.F47D80F0] Erin Muston-Firsch MS, OTRL Assistive Technology Specialist emuston-firsch at craighospital.org Tel: 303.789.8454 | Fax: 303.789.8327 craighospital.org [cid:image016.jpg at 01D2762C.F47D80F0] [cid:image017.jpg at 01D2762C.F47D80F0] [cid:image018.jpg at 01D2762C.F47D80F0] [cid:image019.jpg at 01D2762C.F47D80F0] [cid:image020.jpg at 01D2762C.F47D80F0] From: games_access [mailto:games_access-bounces at igda.org] On Behalf Of Bryce Johnson via games_access Sent: Monday, January 23, 2017 6:00 PM To: IGDA Games Accessibility SIG Mailing List Cc: Bryce Johnson Subject: Re: [games_access] Xbox One "Co-Pilot" https://www.reddit.com/r/xboxone/comments/5prg8c/preview_update_for_xbox_insiders/ The Reddit thread on CoPilot is pretty good. Bryce Sent from Outlook ________________________________ From: Bryce Johnson Sent: Monday, January 23, 2017 4:58:54 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Xbox One "Co-Pilot" CoPilot is a good start, we hope to make it better. We'll need your feedback. We want it to benefit the most possible people. Bryce Sent from Outlook ________________________________ From: games_access > on behalf of Barrie Ellis > Sent: Monday, January 23, 2017 1:42:47 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Xbox One "Co-Pilot" Fantastic news from Xbox..... [cid:image021.jpg at 01D2762C.F47D80F0] ? Enabling Xbox One to be accessible for everyone: One important area for us with this release is to enable Xbox One to be able to be used and played by everyone. Take for instance our new Copilot feature which allows two controllers to act as if they were one. This will help make Xbox One more inviting to new gamers needing assistance, more fun by adding cooperative controls for any game and easier for players who need unique configurations to play ? whether that is with hands apart, hand and chin, hand and foot, etc.. We are also adding new enhancements to Magnifier and Narrator, as well as giving more options over audio output and custom rumble settings on a controller, which was previously reserved for the Xbox Elite Controller. You can find these accessibility options, and more, in Settings > Ease of Access. Read more at http://news.xbox.com/2017/01/23/xbox-creators-update-preview/#AsMjGLjvffvbTHWu.99 Confidentiality Note: This e-mail, including any attachment to it, may contain material that is confidential, proprietary, privileged and/or "Protected Health Information," within the meaning of the regulations under the Health Insurance Portability & Accountability Act as amended. If it is not clear that you are the intended recipient, you are hereby notified that you have received this transmittal in error, and any review, dissemination, distribution or copying of this e-mail, including any attachment to it, is strictly prohibited. If you have received this e-mail in error, ?Do not reply,? but contact the sender and delete it from your system. -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: image015.jpg Type: image/jpeg Size: 4719 bytes Desc: image015.jpg URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: image016.jpg Type: image/jpeg Size: 964 bytes Desc: image016.jpg URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: image017.jpg Type: image/jpeg Size: 967 bytes Desc: image017.jpg URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: image018.jpg Type: image/jpeg Size: 985 bytes Desc: image018.jpg URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: image019.jpg Type: image/jpeg Size: 954 bytes Desc: image019.jpg URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: image020.jpg Type: image/jpeg Size: 982 bytes Desc: image020.jpg URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: image021.jpg Type: image/jpeg Size: 39537 bytes Desc: image021.jpg URL: From i_h at hotmail.com Tue Jan 24 12:56:27 2017 From: i_h at hotmail.com (Ian Hamilton) Date: Tue, 24 Jan 2017 17:56:27 +0000 Subject: [games_access] Xbox One "Co-Pilot" In-Reply-To: References: , , Message-ID: I like the broad applications of co-pilot, e.g. addressing the gap for content that crosses the sibling age/ability divide. I loved Double Dash for that, with its player 1 steering and player 2 shooting co-op - https://www.mariowiki.com/File:CoopPlayControls-MKDD.png. Ian ________________________________ From: games_access on behalf of Bryce Johnson via games_access Sent: 24 January 2017 00:59 To: IGDA Games Accessibility SIG Mailing List Cc: Bryce Johnson Subject: Re: [games_access] Xbox One "Co-Pilot" https://www.reddit.com/r/xboxone/comments/5prg8c/preview_update_for_xbox_insiders/ The Reddit thread on CoPilot is pretty good. Bryce Sent from Outlook ________________________________ From: Bryce Johnson Sent: Monday, January 23, 2017 4:58:54 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Xbox One "Co-Pilot" CoPilot is a good start, we hope to make it better. We'll need your feedback. We want it to benefit the most possible people. Bryce Sent from Outlook ________________________________ From: games_access on behalf of Barrie Ellis Sent: Monday, January 23, 2017 1:42:47 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Xbox One "Co-Pilot" Fantastic news from Xbox..... Enabling Xbox One to be accessible for everyone: One important area for us with this release is to enable Xbox One to be able to be used and played by everyone. Take for instance our new Copilot feature which allows two controllers to act as if they were one. This will help make Xbox One more inviting to new gamers needing assistance, more fun by adding cooperative controls for any game and easier for players who need unique configurations to play - whether that is with hands apart, hand and chin, hand and foot, etc.. We are also adding new enhancements to Magnifier and Narrator, as well as giving more options over audio output and custom rumble settings on a controller, which was previously reserved for the Xbox Elite Controller. You can find these accessibility options, and more, in Settings > Ease of Access. Read more at http://news.xbox.com/2017/01/23/xbox-creators-update-preview/#AsMjGLjvffvbTHWu.99 -------------- next part -------------- An HTML attachment was scrubbed... URL: From ajryan at onlyusemefeet.com Tue Jan 24 13:33:22 2017 From: ajryan at onlyusemefeet.com (AJ Ryan) Date: Tue, 24 Jan 2017 13:33:22 -0500 Subject: [games_access] accessible interactive fiction creators? In-Reply-To: References: <7b913a64-7f69-84df-84c4-c18f4d21f6b0@gmail.com> Message-ID: Hey Robert! I just wrapped up making an interactive fiction game for global game jam this weekend using Twine to make a blind accessible game. I consulted with a blind gamer to make sure the game was playable using NVDA and he was able to finish the game without any issues. After the jam, I helped him get started using Twine to make his own game using Twine. He just started yesterday (using my finished game jam game as example code) but seemed to have no problem reading and writing additional code. There's both a web and executable client you can use for Twine. I also have experience with Ren'Py but graphic elements play a larger part of that engine. That said, I do find Ren'Py code easier to work with as you can use any IDE you like to write Python-like code. The easiest and fastest way would be to just make a series of HTML/CSS sites and use hyperlinks to jump through the story, but that solution isn't very elegant. And I believe you'd be able to use both Twine and Ren'Py. If you need help getting started, the fastest way to contact me is through my twitter handle @ONLYUSEmeFEET. -AJ Ryan http://onlyusemefeet.com/ On Tue, Jan 24, 2017 at 12:22 PM, Brandon Keith Biggs < brandonkeithbiggs at gmail.com> wrote: > Hello, > https://www.renpy.org/ > > is great. I'm not sure if graphic novels count as IF, but I'm sure you can > use this to create what ever. > Thanks, > > > Brandon Keith Biggs > > On Tue, Jan 24, 2017 at 8:57 AM, Robert W Kingett > wrote: > >> I am running a windows machine, and I have a unique problem. I am totally >> blind and use NVDA. None of the interactive fiction writing tools I tried >> are accessible to NVDA. doesanyone know of a tool that is accessible? I >> would also like to create interactive fiction on Amazon Echo too! >> _______________________________________________ >> 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 >> > > > _______________________________________________ > 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 chad at anacronist.com Tue Jan 24 13:38:45 2017 From: chad at anacronist.com (Chad Philip Johnson) Date: Tue, 24 Jan 2017 10:38:45 -0800 Subject: [games_access] Xbox One "Co-Pilot" In-Reply-To: References: , , Message-ID: <110EE534-70FD-4480-93D1-F2F88B7DA729@anacronist.com> Yep! Before that, Rare implemented a number of controller schemes using two gamepads in Goldeneye on the N64. For a little while this was the only way to get dual analog stick controls for a console FPS. -- Chad Philip Johnson Anacronist Software On January 24, 2017 9:56:27 AM PST, Ian Hamilton wrote: >I like the broad applications of co-pilot, e.g. addressing the gap for >content that crosses the sibling age/ability divide. I loved Double >Dash for that, with its player 1 steering and player 2 shooting co-op - >https://www.mariowiki.com/File:CoopPlayControls-MKDD.png. > > >Ian > > >________________________________ >From: games_access on behalf of Bryce >Johnson via games_access >Sent: 24 January 2017 00:59 >To: IGDA Games Accessibility SIG Mailing List >Cc: Bryce Johnson >Subject: Re: [games_access] Xbox One "Co-Pilot" > > >https://www.reddit.com/r/xboxone/comments/5prg8c/preview_update_for_xbox_insiders/ > > >The Reddit thread on CoPilot is pretty good. > > >Bryce > >Sent from Outlook > >________________________________ >From: Bryce Johnson >Sent: Monday, January 23, 2017 4:58:54 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Xbox One "Co-Pilot" > > >CoPilot is a good start, we hope to make it better. > > >We'll need your feedback. We want it to benefit the most possible >people. > > >Bryce > > >Sent from Outlook > >________________________________ >From: games_access on behalf of Barrie >Ellis >Sent: Monday, January 23, 2017 1:42:47 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: [games_access] Xbox One "Co-Pilot" > >Fantastic news from Xbox..... > >Enabling Xbox One to be accessible for everyone: One important area for >us with this release is to enable Xbox One to be able to be used and >played by everyone. Take for instance our new Copilot feature which >allows two controllers to act as if they were one. This will help make >Xbox One more inviting to new gamers needing assistance, more fun by >adding cooperative controls for any game and easier for players who >need unique configurations to play - whether that is with hands apart, >hand and chin, hand and foot, etc.. We are also adding new enhancements >to Magnifier and Narrator, as well as giving more options over audio >output and custom rumble settings on a controller, which was previously >reserved for the Xbox Elite Controller. You can find these >accessibility options, and more, in Settings > Ease of Access. > >Read more at >http://news.xbox.com/2017/01/23/xbox-creators-update-preview/#AsMjGLjvffvbTHWu.99 > > > >------------------------------------------------------------------------ > >_______________________________________________ >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 barrie.ellis at oneswitch.org.uk Tue Jan 24 14:47:54 2017 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Tue, 24 Jan 2017 19:47:54 +0000 Subject: [games_access] Xbox One "Co-Pilot" In-Reply-To: <110EE534-70FD-4480-93D1-F2F88B7DA729@anacronist.com> References: <110EE534-70FD-4480-93D1-F2F88B7DA729@anacronist.com> Message-ID: :) Reminds me of Spy Hunter on the Commodore 64 which used both joysticks to give the player enough controls to replicate the arcade game. That was horrible though squeezing one stick between your knees whilst holding the other. Not too comfortable I recall. On 24 Jan 2017 18:38, "Chad Philip Johnson" wrote: > Yep! Before that, Rare implemented a number of controller schemes using > two gamepads in Goldeneye on the N64. For a little while this was the only > way to get dual analog stick controls for a console FPS. > -- > Chad Philip Johnson > Anacronist Software > > On January 24, 2017 9:56:27 AM PST, Ian Hamilton wrote: >> >> I like the broad applications of co-pilot, e.g. addressing the gap for >> content that crosses the sibling age/ability divide. I loved Double Dash >> for that, with its player 1 steering and player 2 shooting co-op - >> https://www.mariowiki.com/File:CoopPlayControls-MKDD.png. >> >> >> Ian >> >> >> >> ------------------------------ >> *From:* games_access on behalf of Bryce >> Johnson via games_access >> *Sent:* 24 January 2017 00:59 >> *To:* IGDA Games Accessibility SIG Mailing List >> *Cc:* Bryce Johnson >> *Subject:* Re: [games_access] Xbox One "Co-Pilot" >> >> >> https://www.reddit.com/r/xboxone/comments/5prg8c/preview_update_for_xbox_ >> insiders/ >> >> >> The Reddit thread on CoPilot is pretty good. >> >> >> Bryce >> >> Sent from Outlook >> ------------------------------ >> *From:* Bryce Johnson >> *Sent:* Monday, January 23, 2017 4:58:54 PM >> *To:* IGDA Games Accessibility SIG Mailing List >> *Subject:* Re: [games_access] Xbox One "Co-Pilot" >> >> >> CoPilot is a good start, we hope to make it better. >> >> >> We'll need your feedback. We want it to benefit the most possible people. >> >> >> Bryce >> >> >> Sent from Outlook >> ------------------------------ >> *From:* games_access on behalf of Barrie >> Ellis >> *Sent:* Monday, January 23, 2017 1:42:47 PM >> *To:* IGDA Games Accessibility SIG Mailing List >> *Subject:* [games_access] Xbox One "Co-Pilot" >> >> Fantastic news from Xbox..... >> >> Enabling Xbox One to be accessible for everyone: One important area for >> us with this release is to enable Xbox One to be able to be used and played >> by everyone. Take for instance our new Copilot feature which allows two >> controllers to act as if they were one. This will help make Xbox One more >> inviting to new gamers needing assistance, more fun by adding cooperative >> controls for any game and easier for players who need unique configurations >> to play ? whether that is with hands apart, hand and chin, hand and foot, >> etc.. We are also adding new enhancements to Magnifier and Narrator, as >> well as giving more options over audio output and custom rumble settings on >> a controller, which was previously reserved for the Xbox Elite Controller. >> You can find these accessibility options, and more, in Settings > Ease of >> Access. >> >> Read more at http://news.xbox.com/2017/01/23/xbox-creators-update- >> preview/#AsMjGLjvffvbTHWu.99 >> >> >> ------------------------------ >> >> 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 >> >> > _______________________________________________ > 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 barrie.ellis at oneswitch.org.uk Tue Jan 24 15:03:34 2017 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Tue, 24 Jan 2017 20:03:34 +0000 Subject: [games_access] Xbox One "Co-Pilot" In-Reply-To: References: <110EE534-70FD-4480-93D1-F2F88B7DA729@anacronist.com> Message-ID: On the Co-Pilot front though, I think it's really important to offer some versatile remapping. Something leaning towards what you can do with a Titan One at a basic level would be incredibly enabling. So... 1. Individual adjustment over stick and trigger dead-zones and sensitivity. 2. Remapping of controls across the board (anything to anything - with some thought to analogue/digital issues). 3. Extra features, such as "turbo", latching, binding, cycling, profile shifting. 4. Profiles. 5. A system of passing through this information to games in a transparent code package. Something to help games know what control to ask the player to press (think of a QTE flashing up "A" but you've actually remapped that to the d-pad down... 6. Vibration adjustment (from off, soft to full with some graduation - maybe short bursts would be handy too - or LED flash alternative/supplement). That's asking a lot, so any stepping stones towards that would be hugely appreciated. Barrie On 24 January 2017 at 19:47, Barrie Ellis wrote: > :) Reminds me of Spy Hunter on the Commodore 64 which used both joysticks > to give the player enough controls to replicate the arcade game. That was > horrible though squeezing one stick between your knees whilst holding the > other. Not too comfortable I recall. > > On 24 Jan 2017 18:38, "Chad Philip Johnson" wrote: > >> Yep! Before that, Rare implemented a number of controller schemes using >> two gamepads in Goldeneye on the N64. For a little while this was the only >> way to get dual analog stick controls for a console FPS. >> -- >> Chad Philip Johnson >> Anacronist Software >> >> On January 24, 2017 9:56:27 AM PST, Ian Hamilton wrote: >>> >>> I like the broad applications of co-pilot, e.g. addressing the gap for >>> content that crosses the sibling age/ability divide. I loved Double Dash >>> for that, with its player 1 steering and player 2 shooting co-op - >>> https://www.mariowiki.com/File:CoopPlayControls-MKDD.png. >>> >>> >>> Ian >>> >>> >>> >>> ------------------------------ >>> *From:* games_access on behalf of Bryce >>> Johnson via games_access >>> *Sent:* 24 January 2017 00:59 >>> *To:* IGDA Games Accessibility SIG Mailing List >>> *Cc:* Bryce Johnson >>> *Subject:* Re: [games_access] Xbox One "Co-Pilot" >>> >>> >>> https://www.reddit.com/r/xboxone/comments/5prg8c/preview_ >>> update_for_xbox_insiders/ >>> >>> >>> The Reddit thread on CoPilot is pretty good. >>> >>> >>> Bryce >>> >>> Sent from Outlook >>> ------------------------------ >>> *From:* Bryce Johnson >>> *Sent:* Monday, January 23, 2017 4:58:54 PM >>> *To:* IGDA Games Accessibility SIG Mailing List >>> *Subject:* Re: [games_access] Xbox One "Co-Pilot" >>> >>> >>> CoPilot is a good start, we hope to make it better. >>> >>> >>> We'll need your feedback. We want it to benefit the most possible >>> people. >>> >>> >>> Bryce >>> >>> >>> Sent from Outlook >>> ------------------------------ >>> *From:* games_access on behalf of >>> Barrie Ellis >>> *Sent:* Monday, January 23, 2017 1:42:47 PM >>> *To:* IGDA Games Accessibility SIG Mailing List >>> *Subject:* [games_access] Xbox One "Co-Pilot" >>> >>> Fantastic news from Xbox..... >>> >>> Enabling Xbox One to be accessible for everyone: One important area for >>> us with this release is to enable Xbox One to be able to be used and played >>> by everyone. Take for instance our new Copilot feature which allows two >>> controllers to act as if they were one. This will help make Xbox One more >>> inviting to new gamers needing assistance, more fun by adding cooperative >>> controls for any game and easier for players who need unique configurations >>> to play ? whether that is with hands apart, hand and chin, hand and foot, >>> etc.. We are also adding new enhancements to Magnifier and Narrator, as >>> well as giving more options over audio output and custom rumble settings on >>> a controller, which was previously reserved for the Xbox Elite Controller. >>> You can find these accessibility options, and more, in Settings > Ease of >>> Access. >>> >>> Read more at http://news.xbox.com/2017/01/2 >>> 3/xbox-creators-update-preview/#AsMjGLjvffvbTHWu.99 >>> >>> >>> ------------------------------ >>> >>> 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 >>> >>> >> _______________________________________________ >> 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 Jan 24 15:58:47 2017 From: i_h at hotmail.com (Ian Hamilton) Date: Tue, 24 Jan 2017 20:58:47 +0000 Subject: [games_access] Minecraft Education Edition Message-ID: Update for Minecraft EA including 'accessibility features', doesn't specify which but does include text to speech for chat: https://education.minecraft.net/blog/whats-next-for-minecraft-education-edition-in-2017/ Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From tb at create.aau.dk Tue Jan 24 12:01:35 2017 From: tb at create.aau.dk (Anthony Brooks) Date: Tue, 24 Jan 2017 17:01:35 +0000 Subject: [games_access] FW: Xbox One "Co-Pilot" In-Reply-To: References: Message-ID: Hello Bryce We are interested in the thread going on here as my research team look at games (and art creation) accessibility. Can I ask are you involved in the co-pilot development as I try to locate a direct contact. Thanks Tony Anthony (aka Tony) Brooks, Professor (Associate) & Founder/Director SensoramaLab Research Portal Profile: http://personprofil.aau.dk/103302 Media Technology (ICT school) Phone: (+45) 21303015, Email: tb at create.aau.dk Address: Aalborg University Esbjerg, Ole R?mers vej 5, 6700 Esbjerg, Denmark Web: www.en.aau.dk ORCiD: http://orcid.org/0000-0003-1334-6230 LINKEDIN: https://dk.linkedin.com/in/anthonylewisbrooks Keynotes (selected): [1] 16th International Conference on Artificial Reality and Telexistence ICAT?2006, Zhejiang University of Technology, Hangzhou, P.R.China [2] ArtsIT 2011, Aalborg, Denmark, [3] AIRtech 2011: Accessibility, Inclusion and Rehabilitation using Information Technologies, La Havana, Cuba [4] Third Annual Aalborg Symposium on The Advances in Neurophysiology and Neural Rehabilitation Engineering of Movement, Aalborg, Denmark [5] 6th Interactive Technologies and Games (ITAG) Conference 2013 (Health, Disability and Education) ITAG?13, Nottingham, United Kingdom [6] 5th International Conference on Internet Technologies & Applications (ITA2013), Wrexham, Wales, UK [7] 7th International Conference on Intelligent Technologies for Interactive Entertainment (Intetain 2015) [8] REHAB2015, Lisbon, Portugal [9] 8th International Conference on Virtual Worlds and Games for Serious Applications - VS-Games 2016, Barcelona, Spain and [10] 14th International Conference on e-Society 2016, Vilamoura, Algarve, Portugal. Selected publications of 200: A book chapter - ?Intelligent Decision-Support in Virtual Reality Healthcare & Rehabilitation? (2010) and latest book ?Technologies of Inclusive Well-Being: Serious Games, Alternative Realities, and Play Therapy? (2014) Volume 2 in press + self-penned biographical contribution to follow. Historical paper Virtual Interactive Space (V.I.S.) as a Movement Capture Interface Tool Giving Multimedia Feedback for Treatment and Analysis. In: International Congress of the World Confederation for Physical Therapy (WCPT), Yokohama, Japan (1999) Patent US6893407 ? Communication method and apparatus [cid:6E0BFAF1-6030-45BD-BDBA-93860D8FC7B9] From: games_access > on behalf of Bryce Johnson via games_access > Reply-To: IGDA Games Accessibility SIG Mailing List > Date: Tuesday 24 January 2017 at 01:58 To: IGDA Games Accessibility SIG Mailing List > Cc: Bryce Johnson > Subject: Re: [games_access] Xbox One "Co-Pilot" CoPilot is a good start, we hope to make it better. We'll need your feedback. We want it to benefit the most possible people. Bryce Sent from Outlook ________________________________ From: games_access > on behalf of Barrie Ellis > Sent: Monday, January 23, 2017 1:42:47 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Xbox One "Co-Pilot" Fantastic news from Xbox..... [cid:ii_iyamc7rs0_159cd47907ed4ec3] ? Enabling Xbox One to be accessible for everyone: One important area for us with this release is to enable Xbox One to be able to be used and played by everyone. Take for instance our new Copilot feature which allows two controllers to act as if they were one. This will help make Xbox One more inviting to new gamers needing assistance, more fun by adding cooperative controls for any game and easier for players who need unique configurations to play ? whether that is with hands apart, hand and chin, hand and foot, etc.. We are also adding new enhancements to Magnifier and Narrator, as well as giving more options over audio output and custom rumble settings on a controller, which was previously reserved for the Xbox Elite Controller. You can find these accessibility options, and more, in Settings > Ease of Access. Read more at http://news.xbox.com/2017/01/23/xbox-creators-update-preview/#AsMjGLjvffvbTHWu.99 -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: A771E2F2-CCAD-4659-AB06-907D28018C6A[202].png Type: image/png Size: 6437 bytes Desc: A771E2F2-CCAD-4659-AB06-907D28018C6A[202].png URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: xbox.jpg Type: image/jpeg Size: 84683 bytes Desc: xbox.jpg URL: From i_h at hotmail.com Tue Jan 24 22:30:53 2017 From: i_h at hotmail.com (Ian Hamilton) Date: Wed, 25 Jan 2017 03:30:53 +0000 Subject: [games_access] #GAConf Message-ID: Early bird prices close on Friday! The full schedule is up now: http://www.gaconf.com/schedule Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: