Hi Dark,

Respectfully, the idea that the effort of a visually impaired person will 
*always* be more to achieve the same level of expertise in a situation isn't 
necessarily true in all cases.

While I agree with you for the most part, in the case of fencing, as you become 
more fluent in the movements themselves, they sublimate and become second 
nature. So at that point, rather than contributing to cognitive load, they 
actually free you from it. Furthermore, the action can get so fast that even 
sighted fencers rely on this same mechanism, rather than looking for the moving 
blade and then thinking about what to do next. It just doesn't happen that way.

So the point is that there gets to be an even ground at some level so to speak.

As I said earlier though, I do understand where you're coming from on the 
gaming front. However, I think this just might be a matter of fledgling 
technologies. Virtual reality, as good as it is, is only in its infancy. We 
have so far to go with this and this leaves room for amazing and innovative 
ways we can find of adaptation of the presented materials to facilitate 
inclusiveness. Yes?

Smiles,

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Jul 24, 2012, at 10:12 PM, dark wrote:

Hi Tom.

The problem I see it is that where as in a game with pure sound or with less 
realistic graphics there is no access issue, the closer things get to reality, 
the more the access is needed.

to take the fensing example. yes, you can use light sabers that make noises and 
practice, but the effort will always be more than for a sighted person when 
attaining the same level of skill, and when the point of a game is to test your 
skill your on to a none starter really when the effort for access is so 
radically different.

Beware the grue!

Dark.
----- Original Message ----- From: "Thomas Ward" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Wednesday, July 25, 2012 4:05 AM
Subject: Re: [Audyssey] working Holodeck game


> Hi Dark,
> 
> Well, yes and no. Using real fencing swords is difficult for someone
> who can't see, but there are ways to do it and make it accessible.
> I'll use myself as an example here.
> 
> My son and I have a couple of battery operated light sabers we got at
> Wal-Mart. They vibrate, hum, and light up like the real thing but the
> blades are nothing more than a long plastic tube. To make a long story
> short I've gotten good at blocking his attacks and finding openings
> simply by listening to the hum and voom, voom, voom of the light
> sabers. Point being if the enemy sword has some sound source a blind
> person can fence well enough, and therefore the game could be made
> accessible.
> 
> However, you are right adding accessibility to any vr gaming is the
> last thing the developers will think of in the initial stages. Most of
> it will be highly graphical and audio will be there as special effects
> rather than as an accessibility aid. Sadly we are always the last to
> be included in any kind of new development like this.
> 
> Cheers!
> 
> 
> On 7/24/12, dark <[email protected]> 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.
>> 
>> 
>> ---
>> Gamers mailing list __ [email protected]
>> If you want to leave the list, send E-mail to
>> [email protected].
>> You can make changes or update your subscription via the web, at
>> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/[email protected].
>> If you have any questions or concerns regarding the management of the list,
>> please send E-mail to [email protected].
>> 
> 
> ---
> Gamers mailing list __ [email protected]
> If you want to leave the list, send E-mail to [email protected].
> You can make changes or update your subscription via the web, at
> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/[email protected].
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to [email protected]. 


---
Gamers mailing list __ [email protected]
If you want to leave the list, send E-mail to [email protected].
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[email protected].
If you have any questions or concerns regarding the management of the list,
please send E-mail to [email protected].


---
Gamers mailing list __ [email protected]
If you want to leave the list, send E-mail to [email protected].
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[email protected].
If you have any questions or concerns regarding the management of the list,
please send E-mail to [email protected].

Reply via email to