Academic literature on the topic 'Accessible Video Game'

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Journal articles on the topic "Accessible Video Game"

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Jaramillo-Alcázar, Angel, Eduardo Venegas, Santiago Criollo-C, and Sergio Luján-Mora. "An Approach to Accessible Serious Games for People with Dyslexia." Sustainability 13, no. 5 (February 26, 2021): 2507. http://dx.doi.org/10.3390/su13052507.

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Dyslexia is a cognitive disorder that affects the evolutionary ability to read, write, and speak in people, affecting the correct learning of a large percentage of the population worldwide. In fact, incorrect learning is caused because the educational system does not take into consideration the accessibility parameters that people with dyslexia need to maintain a sustainable educational level equal to others. Moreover, the use of mobile devices, such as smartphones and tablets, has been deployed in education programs, offering many benefits; however, the lack of accessibility of those devices creates new barriers to students with dyslexia that hinder their education. With the aim of reducing these barriers, this paper presents an approach to the development of accessible serious games games for children with dyslexia. As a case study, a serious game based on a previously proposed serious game development method and a new set of accessibility guidelines for people with dyslexia is presented. The main purpose of the serious video game is to improve the treatment of dyslexia, through the collection of data obtained from two puzzles designed to train certain cognitive areas that affect this disability. This article has a double contribution: on the one hand, the guidelines and the method that can help video game developers and therapists to develop accessible serious games for people with dyslexia and, on the other hand, the two specific serious games that can be used by therapists, family members and people with dyslexia themselves.
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Chądzyńska, Dominika, and Dariusz Gotlib. "Maps in video games – range of applications." Polish Cartographical Review 47, no. 3 (September 1, 2015): 137–45. http://dx.doi.org/10.1515/pcr-2015-0011.

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Abstract The authors discuss the role of the map in various game genres, specifically video games. Presented examples illustrate widespread map usage in various ways and forms by the authors of games, both classic and video. The article takes a closer look at the classification and development of video games within the last few decades. Presently, video games use advanced geospatial models and data resources. Users are keen on a detailed representation of the real world. Game authors use advanced visualization technologies, which often are innovative and very attractive. Joint efforts of cartographers, geo-information specialists and game producers can bring interesting effects in the future. Although games are mainly made for entertainment, they are more frequently used for other purposes. There is a growing need for data reliability as well as for some effective means of transmission cartographic content. This opens up a new area of both scientific and implementation activity for cartographers. There is no universally accessible data on the role of cartographers in game production, but apparently it is quite limited at the moment. However, a wider application of cartographic methodology would have a positive effect on the development of games and, conversely, methods and technologies applied by game makers can influence the development of cartography.
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Gluck, Aaron, Kwajo Boateng, and Julian Brinkley. "Racing in the Dark: Exploring Accessible Virtual Reality by Developing a Racing Game for People who are Blind." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 65, no. 1 (September 2021): 1114–18. http://dx.doi.org/10.1177/1071181321651224.

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Video games are popular leisure and social activities; however, they often present accessibility issues for the community of gamers who are blind. While gaming technology has evolved, people who are blind still have limited access to commercially available accessible video games. Current accessible games tend to focus on auditory information to play, and none are available in virtual reality (VR). Accessible, fast-paced games have the development challenge of providing players useful information in time to make split-second decisions. We developed Racing in the Dark, a fast-paced, accessible VR racing game for the Oculus Quest, exploring commercial VR interfaces to provide this critical information. By leveraging the Quest’s built-in haptic, tracking, auditory, and voice systems, we provide players with a non-visual car racing experience. This work aims to offer insight into the process of developing accessible VR games for gamers who are blind through the implementation of Racing in the Dark.
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Tanaka, Candie. "Indigenous Video Games in Libraries." Pathfinder: A Canadian Journal for Information Science Students and Early Career Professionals 3, no. 1 (May 9, 2022): 14–29. http://dx.doi.org/10.29173/pathfinder57.

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There is a recent movement known as Indigenous Futurisms that examines Indigenous perspectives within the context of technology. In relation to this, video gaming continues to be one of the fastest growing forms of new media, yet diversity in the industry is still an issue. There is especially apparent with a lack of proper representation of Indigenous video game characters and Indigenous storylines. While this is starting to change with the recent rise of a handful of Indigenous owned gaming studios and creators, there are still challenges around accessibility for game play. Video games made by Indigenous creators or with Indigenous characters are for the most part non-existent in most public library collections. When we discuss decolonization in libraries, video games as a popular form of media are often overlooked and not viewed as valuable educational tools that encourage literacy and creativity. This paper suggests changes that can be made to ensure that video games that share Indigenous Knowledges and traditions or are made by Indigenous creators are made accessible and are represented in library collections and spaces.
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Goette, William, Julie A. Delello, and Rochell R. McWhorter. "Gendered Experiences of Mobile Gaming and Augmented Reality." International Journal of Virtual and Augmented Reality 3, no. 2 (July 2019): 54–67. http://dx.doi.org/10.4018/ijvar.2019070105.

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Gender differences in video gaming have been observed in gaming motivations, behaviors, and perceptions. Unlike traditional video games, Pokémon Go is a mobile, augmented reality game accessible on a smartphone, so it remains unclear whether previous findings about gender differences apply to this game. This study used a mixed-methods approach to explore the playing habits and experiences of 452 college students. Differences in social media usage, domains and frequency in which the game interfered with, and activities during which the game was played were observed between genders. While students perceived similar risks associated with Pokémon Go, men were less likely to report bonding with others as a personal benefit of the game. Further study of mobile gaming experiences between genders is needed, particularly in relation to social and immersive motivations to play the game.
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Prăjescu, Iulian, and Alina Delia Călin. "Multiple Types of AI and Their Performance in Video Games." Studia Universitatis Babeș-Bolyai Informatica 67, no. 1 (July 3, 2022): 21–36. http://dx.doi.org/10.24193/subbi.2022.1.02.

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"In this article, we present a comparative study of Artificial Intelligence training methods, in the context of a racing video game. The algorithms Proximal Policy Policy Optimization (PPO), Generative Adversarial Imitation Learning (GAIL) and Behavioral Cloning (BC), present in the Machine Learning Agents (ML-Agents) toolkit have been used in several scenarios. We measured their learning capability and performance in terms of speed, correct level traversal, number of training steps required and we explored ways to improve their performance. These algorithms prove to be suitable for racing games and the toolkit is highly accessible within the ML-Agents toolkit. Keywords and phrases: racing game, PPO, GAIL, behavioral cloning, AI in games. "
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Kaka Muhammad, Tara Qadir, Hawar Othman Sharifi, and Mazen Ismaeel Ghareb. "Eye Tracking Technique for Controlling Computer Game Objects." UHD Journal of Science and Technology 6, no. 1 (April 22, 2022): 43–51. http://dx.doi.org/10.21928/uhdjst.v6n1y2022.pp43-51.

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The study explored the employment of associate in accessible eye tracer with keyboard and mouse input devices for video games. An interactive game has been developed using unity with multiple balls objects and by hitting they could collect more point for each player. It has been used different techniques to hit the balls using mouse, keyboard, and mixed. Eye tracker input has been help to increase the performance of collected the player points. The research explains how the eye tacking techniques can be used in widely in video game and it is very interactive. Finally, we examine the use of visual observation in relevancy the keyboard and mouse input control and show the difference. Our results indicate that the employment of a watch huntsman will increase the immersion of a computer game and considerably improve the video game technology.
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O'Donnell, Casey. "The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon." Games and Culture 6, no. 1 (August 11, 2010): 83–100. http://dx.doi.org/10.1177/1555412010377319.

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This essay makes the argument that the numerous ‘‘networks’’ or ‘‘inter/intranetworks’’ that structure the video game industry have lived local effects for those involved in the production of video games. In particular, this is most visible in the realm of console video game development but is visible in many other contexts as well. It uses the Nintendo Entertainment System (NES) as an index into this complex and highly structured world that frequently disappears from developers perception. The essay uses largely historical data drawn from patent filings, Securities and Exchange Commission (SEC) filings, and court cases to analyze these networks. The essay argues that these inter/intranetworks, as constructed, have been instrumental in the way that the game industry now finds itself structured and that as the industry has ‘‘matured,’’ the networks have become less accessible and less interoperable.
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Malone, Laurie A., Christen J. Mendonca, Sangeetha Mohanraj, Samuel R. Misko, Joseph Moore, James Michael Brascome, and Mohanraj Thirumalai. "Usability of the GAIMplank Video Game Controller for People With Mobility Impairments: Observational Study." JMIR Serious Games 11 (January 10, 2023): e38484. http://dx.doi.org/10.2196/38484.

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Background Replacing sedentary behaviors during leisure time with active video gaming has been shown to be an enjoyable option for increasing physical activity. However, most off-the-shelf active video gaming controllers are not accessible or usable for individuals with mobility impairments. To address this requirement, a universal video game controller (called the GAIMplank) was designed and developed. Objective This study aimed to assess the usability of the GAIMplank video game controller for playing PC video games among individuals with mobility impairments. Measures of enjoyment, perceived exertion, and qualitative data on the user experience were also examined. Methods Adults (aged 18-75 years) with a mobility impairment were recruited to participate in a single testing session in the laboratory. Before testing began, basic demographic information, along with minutes of weekday and weekend physical activity, minutes of weekday and weekend video game play, and video game play experience were collected. The GAIMplank was mapped to operate as a typical joystick controller. Depending on their comfort and functional ability, participants chose to play seated in a chair, standing, or in their own manual wheelchair. Leaning movements of the trunk created corresponding action in the game (ie, lean right to move right). The participants played a total of 5 preselected video games for approximately 5 minutes each. Data were collected to assess the usability of the GAIMplank, along with self-efficacy regarding execution of game play actions, rating of perceived exertion and enjoyment for each game, and overall qualitative feedback. Results A total of 21 adults (n=15, 71% men; n=6, 29% women) completed the usability testing, with a mean age of 48.8 (SD 13.8; range 21-73) years. Overall, 38% (8/21) of adults played while standing, 33% (7/21) of adults played while seated in a chair, and 29% (6/21) played in their own manual wheelchair. Scores from the System Usability Scale indicated above average (74.8, SD 14.5) usability, with scores best for those who played seated in a chair, followed by those standing, and then individuals who played seated in their own wheelchairs. Inconsistencies in the responsiveness of the controller and general feedback for minor improvements were documented. Rating of perceived exertion scores ranged from light to moderate intensity, with the highest scores for those who played seated in a chair. Participants rated their experience with playing each game from above average to very enjoyable. Conclusions The GAIMplank video game controller was found to be usable and accessible, providing an enjoyable option for light-to-moderate intensity exercise among adults with mobility impairments. Minor issues with inconsistencies in controller responsiveness were also recorded. Following further development and refinement, the next phase will include a pilot exercise intervention using the GAIMplank system.
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Aune, R. Kelly, Matthew Sharritt, and Daniel D. Suthers. "l33tsp33k." International Journal of Digital Literacy and Digital Competence 5, no. 1 (January 2014): 45–65. http://dx.doi.org/10.4018/ijdldc.2014010104.

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A qualitative case study of student game play is presented that describes how game player communication becomes increasingly complex, efficient, and impenetrable by those who have not actively played the game. Transcripts of gathered video tape reveal how student ‘gamer talk' became increasingly implicit, using terminology provided by the game and their shared context of playing the game. Over time, communication among game player group members generally became more efficient and less penetrable by members outside the group (such as new players), as players engaged in culture-building activities around their shared context. However, players occasionally became more explicit in their communication when grounding was required to reach shared meaning, such as in instances where players disagreed on the purpose of a particular game feature or strategy. Finally, implications are offered to suggest ways in which gamer cultures can be made more accessible to game designers and those guiding classroom interactions.
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Dissertations / Theses on the topic "Accessible Video Game"

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Brook, Luke James. "A sound idea: An investigation into accessible video game design for the deaf and hard of hearing." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2017. https://ro.ecu.edu.au/theses/1984.

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A widely accepted, and incorrect, assumption towards hearing accessibility in video games is that deaf and hard of hearing (DHH) users are those who encounter the least barriers and are generally well catered for. Rapid advancement in video game technology has seen video game sound evolve from simple blips generated by internal circuitry to fully realised digital audio used to convey critical information. To accommodate the DHH, this information needs to be conveyed in an alternative manner. However, evidence suggests existing accessible design solutions for the DHH lack specificity and are insufficient. Thus, the inability to hear, or hear well, has historically resulted in DHH users left with impeded experience and gameplay. This thesis describes an investigation to address the primary research question: How might accessible video game design practices be facilitated to better accommodate the deaf and hard of hearing? To examine this question, an action research method as part of a transformative mixed methods methodology was used. Data collection procedures included critical analysis of literature, observations, and a cross-sectional self-administered survey for triangulation. The critical analysis of literature exposed issues relating to accessible video game design, particularly in relation to the identification of solutions and technical implementation. Further, issues related to the classification of video game software were identified. This posed potential problems with identification of game design methods and led to the development of a new video game classification model. The new model informed an analysis on the methods used for the design of video games, and results were visually represented and mapped to the different approaches to accessible design. Subsequent analysis determined that a game assessment framework is a suitable approach to facilitating accessible design. Further investigation identified visual feedback as the most suitable form of complementary feedback to game audio. This led to the development of a new model to classify visual feedback elements used in video games, and identification of audio feedback categories based on diegetic film theory. Through triangulation of results, a new game feedback model (GFM) was developed. The GFM was used for observational experimentation to identify and classify individual visual feedback elements used in video games. Each element was analysed and mapped to categories of game sound. The resulting model, with populated data, was used to determine what visual feedback elements may be used to complement specific categories of critical game audio. A survey was subsequently used for triangulation, and resulted in amendments to the final model. Through iterative development, and interpretation of findings, the research culminated in the development of a game assessment framework. The three-step framework aids in the classification of game sounds; assesses the impact of those game sounds; and provides recommendations for complementary visual feedback elements for sounds identified as having an adverse impact on user experience and gameplay if they were to be removed. The framework is innovative and has the potential to provide practical guidance for developers of video games. In addition, this research provides the foundation for future research, with the potential to influence accessible game design for the DHH.
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ACED, LOPEZ SEBASTIAN. "Accessible Human Computer Interaction: Video Games and Assisted Living for Persons with Severe Disabilities." Doctoral thesis, Politecnico di Torino, 2016. http://hdl.handle.net/11583/2646739.

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Accessible Human Computer Interaction is a very wide area of study, which covers many topics and addresses several interesting problems; but there is a common goal that researchers of this field usually share: to use technology for improving the quality of life of persons with disabilities. In fact, this thesis stems from the will of helping persons with disabilities in different moments of their lives (i.e., during their childhood and in their adult age), by using different interactive technologies. In particular, this document explores two challenges: first, the problem that children with motor disabilities face as they cannot access dynamic video games as their normally developing peers do, leading them to reduced participation at leisure and playful educational activities, and finally to a potential social exclusion. The second challenge is faced by professional caregivers that work with adults motor and cognitively disabled, within assisted living facilities. Such caregivers need to effectively monitor the people under their care, as well as to be alerted of potentially hazardous situations that happen to these persons while they are alone. This thesis contributes to the improvement of the quality of life of persons with motor and cognitive disabilities, by supporting them in specific situations through different moments of their lives: in their childhood, by allowing them to play dynamic video games; and in their adulthood while they live and are cared by caregivers in assisted living facilities. Moreover, the research presented in this document constitutes a potentially valuable contribution to bring together the technical capabilities of engineers and HCI researchers, with the experience and knowledge of healthcare professionals that work daily with persons with disabilities.
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Franklin, Christopher A. "Less is more! less interaction, more accessible /." abstract and full text PDF (free order & download UNR users only), 2008. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1453648.

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Diot, Nicolas. "SAMP : Plateforme de modélisation à partir du paradigme multi-agents pour l’univers du jeu vidéo : vers un développement accessible et une gestion adaptée des interactions." Thesis, Bourgogne Franche-Comté, 2018. http://www.theses.fr/2018UBFCD065/document.

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En quelques années, les domaines des jeux vidéo et des systèmes multi-agents (SMA) ont pris de plus en plus de places dans la vie de chacun. Malgré des similitudes assez fortes (présences d’entité dans les vidéo pouvant être assimilées à des agents), les SMA ne sont presque jamais utilisés dans le développement de jeux. Ce mémoire présente Shine Agent Modeling Platform (SAMP), une plateforme visant intégrer le paradigme multi-agents au sein du développement de jeux vidéo. Cette fusion permet l’utilisation de la puissance des multi-agents au sein des jeux vidéo.SAMP propose une approche au niveau des interactions permettant de réduire le coût de traitement de ces interactions en optimisant le nombre de recherches effectuées dans l’environnement.En plus d’intégrer le paradigme multi-agents, SAMP vise à être accessible à un maximum d’utilisateurs en proposant une interface de modélisation entièrement graphique. Un système d’importation de modèles comportementaux permet de créer deuxniveaux de modélisation : un niveau proche de la logique développement informatique et un niveau proche de la logique métier de l’utilisateur.SAMP est intégré à un moteur de jeux vidéo, Shine Engine, permettant de générer les environnements graphiques dans lesquels les agents évolueront
In recent years, video games domains and multiagents systems (MAS) domains took more and more place into the life of many pepole. Despite of strong similarities (video games entities wich can be assimilated to agents), MAS are very rarely used during the development of video games. This submission presents the Shine Agent ModelingPlatform (SAMP), a framework trying to integrate the multi-agents paradigm within the development of video games. The purpose is to integrate the efficiency of the MAS within the video games.SAMP provides an approach to enhance the interactions between agents. This approach reduces the number of searches within the environment. In addition to integrate the multi-agents paradigm within the video games, SAMP aims to be userfriendly by proposing a full graphical interface to MAS. An import/export system of these modelsallows users to create two modeling levels: one close to the computer sciences logic and the second close the business logic of the user.SAMP is integrated in a video games engine: Shine Engine. This integration allows to generate the graphic environment in which agents will live
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Books on the topic "Accessible Video Game"

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Chalfoun, Pierre, and Jonathan Dankoff. Developing actionable biometric insights for production teams. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0017.

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In this chapter we describe the challenges and learnings in establishing processes for developing actionable biometric procedures for production teams. The chapter, divided in four main sections, describes the ongoing efforts of recent years to facilitate the incorporation of the science of biometrics into the culture of video game production, as illustrated through several case studies. The end goal is making biometric data an accessible option in the tool chest of user researchers and an ally in the team’s decision-making processes. Throughout the chapter, references to related work in games user research and academia are presented.
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Drachen, Anders, Pejman Mirza-Babaei, and Lennart E. Nacke. Introduction to Games User Research. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0001.

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This chapter provides an introduction to the field of Games User Research (GUR) and to the present book. GUR is an interdisciplinary field of practice and research concerned with ensuring the optimal quality of usability and user experience in digital games. GUR inevitably involves any aspect of a video game that players interface with, directly or indirectly. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and researchers in the GUR community as a handbook and guide for everyone interested in user research and games. We aim to provide the most comprehensive overview from an applied perspective, for a person new to GUR, but which is also useful for experienced user researchers.
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Shapiro, Stephen, and Mark Storey, eds. The Cambridge Companion to American Horror. Cambridge University Press, 2022. http://dx.doi.org/10.1017/9781009071550.

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Opening up the warm body of American Horror – through literature, film, TV, music, video games, and a host of other mediums – this book gathers the leading scholars in the field to dissect the gruesome histories and shocking forms of American life. Through a series of accessible and informed essays, moving from the seventeenth century to the present day, The Cambridge Companion to American Horror explores one of the liveliest and most progressive areas of contemporary culture. From slavery to censorship, from occult forces to monstrous beings, this book is essential reading for anyone interested in America's most terrifying cultural expressions.
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Manzo, V. J. Max/MSP/Jitter for Music. Oxford University Press, 2011. http://dx.doi.org/10.1093/oso/9780199777679.001.0001.

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In Max/MSP/Jitter for Music, expert author and music technologist V. J. Manzo provides a user-friendly introduction to a powerful programming language that can be used to write custom software for musical interaction. Through clear, step-by-step instructions illustrated with numerous examples of working systems, the book equips you with everything you need to know in order to design and complete meaningful music projects. The book also discusses ways to interact with software beyond the mouse and keyboard through use of camera tracking, pitch tracking, video game controllers, sensors, mobile devices, and more. This book will be of special value for everyone who teaches music at any level, from classroom instructors to ensemble directors to private studio instructors. Whether you want to create simple exercises for beginning performers or more complex programs for aspiring composers, this book will show you how to write customized software that can complement and even inspire your instructional objectives. No specialist foreknowledge is required to use this book to enliven your experience with music technology. Even musicians with no prior programming skills can learn to supplement their lessons with interactive instructional tools, to develop adaptive instruments to aid in composition and performance activities, and to create measurement tools with which to conduct research. This book allows you to: -Learn how to design meaningful projects for composition, performance, music therapy, instruction, and research -Understand powerful software through this accessible introduction, written for beginners -Follow along through step-by-step tutorials -Grasp the principles by downloading the extensive software examples from the companion website This book is ideal for: -Music educators at all levels looking to integrate software in instruction -Musicians interested in how software can improve their practice and performance -Music composers with an interest in designing interactive music -Music therapists looking to tailor programs to the needs of specific groups or individuals And all who are interested in music technology. Visit the companion website at www.oup.com/us/maxmspjitter
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Book chapters on the topic "Accessible Video Game"

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Levy, Laura, and Maribeth Gandy. "Teaching Video Game Design Accessibility: Toward Effective Pedagogic Interventions in Accessible Design." In Lecture Notes in Computer Science, 301–11. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-23560-4_22.

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Salvador-Ullauri, Luis, Patricia Acosta-Vargas, Janio Jadán-Guerrero, Cesar Guevara, Sandra Sanchez-Gordon, Tania Calle-Jimenez, and Patricio Lara-Alvarez. "Development of an Accessible Video Game to Improve the Understanding of the Test of Honey-Alonso." In Advances in Intelligent Systems and Computing, 289–98. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-20040-4_26.

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Molina-Carmona, Rafael, Rosana Satorre-Cuerda, Carlos Villagrá-Arnedo, and Patricia Compañ-Rosique. "Training Socially Responsible Engineers by Developing Accessible Video Games." In Learning and Collaboration Technologies. Technology in Education, 182–201. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58515-4_15.

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Lepicard, Guillaume, Frédéric Vella, Nadine Vigouroux, Benoît Rigolleau, David Chautard, and Elian Pucheu. "The Virtual Paddle: An Universal Interaction for Accessible Video Games." In Lecture Notes in Computer Science, 677–86. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73283-9_74.

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Jaramillo-Alcázar, Angel, Santiago Criollo-C, and Sergio Luján-Mora. "Inclusive Education Through Accessible Mobile Serious Games." In Research Anthology on Developments in Gamification and Game-Based Learning, 1050–69. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-3710-0.ch048.

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Accessibility has been defined as the ability of an object to be used despite the condition or disability of a person. However, it is a feature that often has not been taken into account in the design of products or services, and the mobile serious game market is no exception. Accessibility guidelines were defined through the consolidation of different initiatives and good practices of video game developers as well as groups interested in providing accessibility to video games. Once the guidelines were defined, a method for evaluating the accessibility of mobile serious games was developed and applied in a mobile serious game. The purpose of this document is to propose an evaluation tool for those who wish to develop accessible mobile serious games for people with impairments and improve inclusive education.
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Jaramillo-Alcázar, Angel, Santiago Criollo-C, and Sergio Luján-Mora. "Inclusive Education Through Accessible Mobile Serious Games." In UXD and UCD Approaches for Accessible Education, 38–58. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2325-4.ch003.

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Accessibility has been defined as the ability of an object to be used despite the condition or disability of a person. However, it is a feature that often has not been taken into account in the design of products or services, and the mobile serious game market is no exception. Accessibility guidelines were defined through the consolidation of different initiatives and good practices of video game developers as well as groups interested in providing accessibility to video games. Once the guidelines were defined, a method for evaluating the accessibility of mobile serious games was developed and applied in a mobile serious game. The purpose of this document is to propose an evaluation tool for those who wish to develop accessible mobile serious games for people with impairments and improve inclusive education.
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Durán-Yañez, Esteban A., Mario A. Rodríguez-Díaz, and César A. López-Luévano. "Towards a Role-Playing Game Procedural Dungeon Generation Strategy to Help Developing Working Skills." In UXD and UCD Approaches for Accessible Education, 274–96. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2325-4.ch015.

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This chapter describes the insights towards a proposal to integrate a procedural content generation strategy in a computer role-playing usable and accessible learning video game for gaining replayability to encourage engagement and motivation in learners. In order to explain the contextual issues of the topic, the chapter includes a discussion on how computer role-playing video games impact the skills considered crucial for the work in the future—abstraction, system thinking, experimentation, and collaboration—emphasizing the importance of usability and accessibility to ensure effectiveness of the proposal. A first approach of a computer role-playing video game is presented to provide an illustrative example. The prototype will serve for future evaluations with people for usability and accessibility.
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Colman, Jason, and Paul Gnanayutham. "Assistive Technologies for Brain-Injured Gamers." In Assistive Technologies and Computer Access for Motor Disabilities, 28–56. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4438-0.ch002.

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This chapter surveys assistive technologies which make video games more accessible for people who have an Acquired Brain Injury (ABI). As medical care improves, an increasing number of people survive ABI. Video games have been shown to provide therapeutic benefits in many medical contexts, and rehabilitation for ABI survivors has been shown to be facilitated by playing some types of video game. Therefore, technologies which improve the accessibility of games have the potential to bring a form of therapy to a larger group of people who may benefit. Hardware technologies which may make games more accessible for brain injury survivors are considered. Complementing these devices is the inclusion of accessibility features into games during the development process. The creation of best practice accessibility guidelines among game development practitioners is a nascent field, considered important by the authors. Play testing is common practice during game development. We consider the ethical issues involved when the play testers are brain injury survivors. Overall, the aim of this chapter is to improve the accessibility of future games, and thus their therapeutic potential, for brain injured and other disabled gamers.
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Colman, Jason, and Paul Gnanayutham. "Assistive Technologies for Brain-Injured Gamers." In Gamification, 1113–41. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch056.

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This chapter surveys assistive technologies which make video games more accessible for people who have an Acquired Brain Injury (ABI). As medical care improves, an increasing number of people survive ABI. Video games have been shown to provide therapeutic benefits in many medical contexts, and rehabilitation for ABI survivors has been shown to be facilitated by playing some types of video game. Therefore, technologies which improve the accessibility of games have the potential to bring a form of therapy to a larger group of people who may benefit. Hardware technologies which may make games more accessible for brain injury survivors are considered. Complementing these devices is the inclusion of accessibility features into games during the development process. The creation of best practice accessibility guidelines among game development practitioners is a nascent field, considered important by the authors. Play testing is common practice during game development. We consider the ethical issues involved when the play testers are brain injury survivors. Overall, the aim of this chapter is to improve the accessibility of future games, and thus their therapeutic potential, for brain injured and other disabled gamers.
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Fashoro, Ifeoluwapo, and Sithembile Ncube. "Natural User Interfaces for Meditative Health Games." In Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations, 207–34. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-9223-6.ch010.

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The psychological health outcomes of video games are drawing increasing interest around the world. There is growing interest in video games as an accessible health intervention for depression and anxiety, both of which are rising health concerns globally. New interaction techniques for video games are becoming increasingly popular, with natural user interfaces (NUIs) becoming more commonplace in game systems. This chapter explores the design of a meditative game, a subgenre of casual games that intends for players to become calm and relaxed, and the evaluation of the NUIs for the game. The purpose of the chapter is to ascertain which NUI is most suitable for meditative games. A meditative fishpond game was designed that accepts two NUIs: touch and eye-tracking. The game was evaluated using a Positive and Negative Affect Schedule. The study found the eye-tracking interface reported a higher positive affect score from users and is therefore most suitable for meditative games.
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Conference papers on the topic "Accessible Video Game"

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Hurd, Ocean, Sri Kurniawan, and Mircea Teodorescu. "Virtual Reality Video Game Paired with Physical Monocular Blurring as Accessible Therapy for Amblyopia." In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2019. http://dx.doi.org/10.1109/vr.2019.8797997.

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Bezerra, Daniel Filgueira, Filipe Calegario, Giordano Cabral, and Geber Ramalho. "MySoundtrack: a tool for personalized and adaptive music listening while playing games." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19663.

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Adaptive soundtrack design for video games is an ever-evolving field of study: games that modify its music depending on what is happening around and with the player. Meanwhile, independent game developers struggle with composition of soundtracks, and adaptive soundtrack tools are not accessible to them, mostly because of their complexity. This forces most of them to collage soundtracks with permissive licenses they find online. Besides, there is a growing habit of players to mute the game's original soundtrack to listen to their own songs. This paper introduces MySoundtrack, an asset for Unity that allows the player to keep playing while listening to Spotify songs, chosen according both to the player musical preferences and to the intended emotions on each moment in the game. We review existing approaches on adaptive soundtracks, explain how MySoundtrack's prototype works and its design choices, and discuss future plans for the tool. Validation so far indicates interest and curiosity by game developers and players, indicating the relevance of the proposed plug-in.
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Luo, Zijin, Matthew Guzdial, and Mark Riedl. "Making CNNs for video parsing accessible." In FDG '19: The Fourteenth International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3337722.3337755.

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Aced López, Sebastián, Fulvio Corno, and Luigi De Russis. "Can We Make Dynamic, Accessible and Fun One-Switch Video Games?" In the 17th International ACM SIGACCESS Conference. New York, New York, USA: ACM Press, 2015. http://dx.doi.org/10.1145/2700648.2811333.

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Schaeffel, Frank, and Howard C. Howland. "Measurement of Pupil Size, Direction of Gaze, and Refractive State by On-Line Analysis of Digitized Video Images." In Noninvasive Assessment of the Visual System. Washington, D.C.: Optica Publishing Group, 1991. http://dx.doi.org/10.1364/navs.1991.md6.

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During infrared photoretinoscopy (see Schaeffel, Farkas and Howland, 1987, and "Topical Meeting on Noninvasive Assessment of the Visual System", Monterey, California, 1986), the refractive state is calculated from the intensity profile of the fundus reflex in the pupils of a subject (Howland, 1985). The size of the pupils can also be easily measured in the video image. And, finally, the direction of gaze can be determined from the relative position of the Purkinje reflex in the pupil. While all three of these parameters are basically accessible to direct measurement in single stored video frames, their temporal properties cannot be recorded.
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Nair, Vishnu, Jay L. Karp, Samuel Silverman, Mohar Kalra, Hollis Lehv, Faizan Jamil, and Brian A. Smith. "NavStick: Making Video Games Blind-Accessible via the Ability to Look Around." In UIST '21: The 34th Annual ACM Symposium on User Interface Software and Technology. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3472749.3474768.

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Tan, Zachary, Conor Tapley, William Hulshof, and Alfonso Rodriguez Herrera. "352 Making Educational VR video games accessible to all age demographics in the medical field." In 10th Europaediatrics Congress, Zagreb, Croatia, 7–9 October 2021. BMJ Publishing Group Ltd and Royal College of Paediatrics and Child Health, 2021. http://dx.doi.org/10.1136/archdischild-2021-europaediatrics.352.

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Stefan, Ioana andreea, Jannicke Baalsrud hauge, Niina Sallinen, Antoniu Stefan, and Ancuta florentina Gheorghe. "ACCESSIBILITY AND EDUCATION: ARE WE FULFILLING STATE OF THE ART REQUIREMENTS?" In eLSE 2021. ADL Romania, 2021. http://dx.doi.org/10.12753/2066-026x-21-073.

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Digital accessibility has been supported through several global initiatives, starting with the Web Content Accessibility Guidelines (WCAG) 1.0 Recommendation issued in 1999 and continuing with the WCAG 2.0 ISO 40500 Web Content Accessibility Guidelines or the DIRECTIVE (EU) 2016/2102 on the accessibility of the websites and mobile applications of public sector bodies, all aiming to make information, services, and functionalities of the Web accessible to as many people as possible. Applying such standards and recommendations in education remains an issue, as awareness on accessibility and its requirements is limited among those creating educational content, as well as among those designing and implementing educational web sites and applications. Research on digital accessibility has identified lack of awareness, resources, and specific training related to accessibility as key top challenges that need to be overcome in the next few years. The paper presents an overview of the accessibility features available in mainstream applications and tools that content creator can use to develop accessible and inclusive digital learning content and discusses the findings of an online questionnaire that aimed to gather insights on the availability, user-friendliness and use of accessibility features available in tools such as Open Office, Microsoft Word, Microsoft PowerPoint, PDF, videos and educational games. Findings have shown that digital accessibility practices are not widely spread, and that the road to a more accessible future is yet to be built. Findings have shown that digital accessibility practices are not widely spread, and that the road to a more accessible future is yet to be built.
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Synytsya, Kateryna, and Oleksiy Voychenko. "PODCASTING AS THE FIRST STEP IN M-LEARNING IMPLEMENTATION." In eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-044.

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For educational organizations offering e-learning, intensive flow of technological innovations may be considered as both blessing and curse at the same time. On the one hand, many challenging tasks, such as creation of multimedia content, become easier with new technologies and tools, so e-learning creation, support and delivery is currently affordable in sense of investments and human resources as a part of common educational practice. On the other, large scale technological changes, such as transfer to a new platform, require meticulous analysis of potential benefits and drawbacks due to the need for personnel training, compatibility problems or unexpected development costs. Introduction of mobile learning as an option for distance learning delivery is a typical example. Nowadays e-learning services are available globally, so high technical quality and pedagogical soundness of learning offers are the issue of survival for educational organization. Technology innovations, as m-learning, cannot be ignored, taking into account wide availability of not only mobile devices but also mobile applications and services. Smartphones and tablets are widely used by the youth for various forms of communication, including email, Skype and specific apps, for playing games, or for internet access to news, data and content - browsing/skimming, listening to favorite music or watching HD video. Therefore, e-learning organizations have no other choice than offer m-learning for their customers - a learning content in a mobile-accessible mode - as it enhances flexibility, extends "learning hours" by time spent on commuting, waiting, and unexpected breaks, and thus makes e-learning offer more attractive. Several approaches to introduce m-learning are known, and each of them has both benefits and drawbacks further discussed in the paper. Thus each organization has to make its own decision based on short- and long-term analysis of its resources, personnel skills and qualifications, potential audience, and many other factors. There is no universal method to evaluate all of them, and related error cost may be significant. Moreover, due to specifics of mobile devices and environment in which mobile learning takes place, as well as some implementation issues, mobile mode may be rather an option for e-learning delivery and cover some but not all learning experiences offered in a course. Therefore, introduction of m-learning should not be costly or time-consuming, and should not require changes of the established e-learning processes. Considering that m-learning is a new delivery method, we decide to offer it in a trial mode to evaluate customers' readiness and preferences and adjust related mechanisms and resources accordingly. Based on the analysis of the approaches and requirements to mobile delivery, we suggest generating of podcasts from the Moodle LMS currently in use as a first step in m-learning implementation for a number of reasons: 1. Podcasting supports a wide range of formats for text, graphic, audio, and video information; 2. Free podcast players are available for almost all mobile platforms, no programming is needed; 3. Information delivered as a podcast episode can be saved locally when internet connection is available and further accessed offline; 4. Subscription and auto-update mechanisms ensure timely upload of newly published information. 5. Podcasts may be accessed both from mobile device and personal computer, and synchronization between them is possible; 6. Generating podcasts from LMS simplify access and management of learning resources - no need to deploy standalone podcasting server, transfer resources from the LMS and synchronize changes; 7. There is no need to log in to the LMS from mobile device to access a resource. Further, implementation of podcasts for a course delivered via LMS Moodle is described and its relevance is discussed.
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