[games_access] Toolkits for making GL rendered content screen reader accessible?

Brandon Keith Biggs brandonkeithbiggs at gmail.com
Fri Jan 13 12:24:41 EST 2017


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 <http://brandonkeithbiggs.com/>

On Fri, Jan 13, 2017 at 8:09 AM, Ian Hamilton <i_h at hotmail.com> 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 <games_access-bounces at igda.org> on behalf of Brandon
> Keith Biggs <brandonkeithbiggs at gmail.com>
> *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 <http://brandonkeithbiggs.com/>
>
> On Fri, Jan 13, 2017 at 6:47 AM, Ian Hamilton <i_h at hotmail.com> 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 <games_access-bounces at igda.org> on behalf of
>> Brandon Keith Biggs <brandonkeithbiggs at gmail.com>
>> *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 <http://brandonkeithbiggs.com/>
>>
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>>
>
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