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Making the mainstream accessible: what’s in a game?

conference contribution
posted on 2009-04-07, 10:10 authored by Matthew T. Atkinson, Sabahattin Gucukoglu, Colin Machin, Adrian E. Lawrence
Though accessible gaming is a well-established phenomenon, few mainstream applications of it exist. We present some of the work of the AGRIP project – an effort to develop techniques to render modern first-person shooter games accessible to the blind and vision-impaired. We discuss some of the low-level accessibility infrastructure employed in the game AudioQuake and compare it to other contemporary research. The project’s ultimate goals of generalisation and use of the technology in educational settings are also introduced.

History

School

  • Science

Department

  • Computer Science

Citation

ATKINSON, M.T. ... et al, 2006. Making the mainstream accessible: what’s in a game? IN: Miesenberger, K. ... et al. (eds.). Computers Helping People with Special Needs : 10th International Conference, ICCHP 2006, Linz, Austria, July 11-13, 2006, Proceedings. Lecture Notes in Computer Science: 4061. Berlin : Springer-Verlag Berlin Heidelberg, pp. 380–387

Publisher

© Springer-Verlag Berlin Heidelberg

Version

  • AM (Accepted Manuscript)

Publication date

2006

Notes

This conference paper was presented at ICCHP 2006 (www.icchp.org/2006/)and subsequently published in the series, Lecture Notes in Computer Science [© Springer-Verlag Berlin Heidelberg] at: http://dx.doi.org/10.1007/11788713

ISBN

9783540360209

ISSN

0302-9743;1611-3349

Book series

Lecture Notes in Computer Science; 4061

Language

  • en

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