Actually fencing is very doable for a VI person. I know because I do it. :)

Not only have I fenced other VI people but sighted fencers as well, and I mean 
this in a competitive sense. Once you get acquainted with the common moves and 
combinations you can quite easily tell what's happening and be able to answer, 
elaborate or furthermore, direct the bout in the way you'd like it to go.

It's a language like a dance or moving chess game.

In a virtual situation, I'd think there would need to be some audio queues or 
some such thing to help a VI person tell where the opponent's blade is, so I 
can see how this might be more of an issue in a case like the one being 
discussed here as there is no physical feedback to help reveal what is 
happening.

In real-life, once you connect with the opponent's blade and get that physical 
/ visceral contact, access just isn't an issue. So if that can be duplicated in 
a virtual reality scenario or substituted for, then I think the access issue 
can be minimized.

Smiles,

Cara :)
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On Jul 24, 2012, at 7:48 PM, dark wrote:

One interesting thing though, is that the closer to real life it is, probably 
the less accessible it would be.

For instance, it mentions that students are developing a game with real time 
combat where you swing swords and shoot guns, ---- well sinse in real life 
fencing is pretty difficult for a vi person, that's accessibility gone straight 
off. I remember a virtual reality 3d plane sim my brother played in an arcade 
in the 90's, and being extremely disappointed that it was utterly unplayable 
for me, sinse I could only see what I'd see in a real cockpit, which was not 
much.

indeed I've noticed myself that low vision access has decreased as games have 
become more graphically real.

So, while I think it's an intereting bit of technology, unless we're all going 
to get vizers like Jordi laforge, I don't think it's one that will be really a 
good thing for vi gamers.
Beware the greu!

Dark. 

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