+44 (0)1509 263171
Please use this identifier to cite or link to this item:
|Title: ||Making the mainstream accessible: what’s in a game?|
|Authors: ||Atkinson, Matthew T.|
Machin, Colin H.C.
Lawrence, Adrian E.
|Issue Date: ||2006|
|Publisher: ||© Springer-Verlag Berlin Heidelberg|
|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|
|Series/Report no.: ||Lecture Notes in Computer Science; 4061|
|Abstract: ||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.|
|Description: ||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|
|Version: ||Accepted for publication|
|Appears in Collections:||Conference Papers (Computer Science)|
Files associated with this item:
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.