[Audyssey] Uncharted Peak, New Story-Driven RPG

2012-07-25 Thread Shadow Dragon
I actually happened across this on mudconnector, which is a bit surprising 
since it's not what I would consider a mud. But it is pretty cool for a 
browser-based game. It's sort of like a mix between Diablo and a tactical RPG. 
It's got diablo's randomly generated equipment system and quest path, and it's 
got a turn-based tactical battle system that sort of simulates diablo's combat 
system in the best way a browser-based game can. Unlike in most browser-based 
RPG's, you actually complete your characters on this game, as in, you can 
actually finish the storyline. Once that happens you start a new character. 
From what I see the storyline isn't hugely in-depth unless I missed some parts 
somehow, but it is fairly well-written, and there are tons of other things to 
do and achievements to unlock. On the battlefield there's orbs and items to 
collect, and from what I understand orbs do various things, from curing all 
alements, to restoring HP, to granting experience. Combat is kind of slow even 
once you get used to it, but it isn't too bad once you figure out how it works. 
It's even got tons of zones, monsters and events to check out. I'd definitely 
give this one a look if you're an RPG fan, or even just a diablo fan and you 
always wished you could play.

www.unchartedpeak.com

There's a more comprehensive features list on the website for anyone interested.

One thing that really impressed me about this game was the developer's 
willingness to add accessibility features. At first the combat was unplayable 
because you couldn't tell where the monster was, and doing things like 
equipping items was a little tricky. But within a day of my asking, the 
developer went above and beyond my suggestions, implementing all of my 
suggestions as well as a few things I didn't even think of to make the game 
completely playable. I was very impressed. So if you're worried about 
accessibility, I think he's got that covered and I'm sure if you find anything 
else that's tricky to do he'd be willing to implement it, as long as it doesn't 
unbalance gameplay.

Enjoy.
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Re: [Audyssey] Moderator reminder: Trimming messages

2012-07-25 Thread Damien C. Pendleton

Hi Dakotah,
Like I said, under special circumstances the moderators will review your 
message, and if it is appropriate to be the size it is we will approve it. 
Philip's BGT announcement is an example of such a message.

Cheers.
Regards,
Damien.



-Original Message- 
From: Dakotah Rickard

Sent: Wednesday, July 25, 2012 3:34 AM
To: kr...@eklyon.co.uk ; Gamers Discussion list
Subject: Re: [Audyssey] Moderator reminder: Trimming messages

I do object, only because, as I said, a person may have a single long
idea which is valid. I've had to split up messages before, and it
isn't so bad, but one difficulty I've had is that sometimes I'll
exceed the size limit, but I lose my message, because it isn't
referenced or resent in the rejection. If it was resent, then I could
find a good place to split it up, or I could reread it to see if it
could be modified by me.

Signed:
Dakotah Rickard


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[Audyssey] Meet my monster!

2012-07-25 Thread dark

Caronite, or High Servant
This creature is small (roughly the size of a child).
They live in swamps and marshes.
A typical group, or mob, consists of 2-12 creatures.
The Caronite looks like the offspring of a frog, a bird of paradise and a 
rhinoceros.
They're a type of Spirit (see below).
They have human-like intelligence.
Incorporeal: The Spirit can't be harmed except by magical means, nor can it 
directly physically
harm anyone (like a ghost).
Crush: If the creature manages to get hold of an enemy which is roughly its 
size or smaller, it
will eventually crush it to death. This means that the victim will take damage 
automatically, and
can't attack, until and unless they manage to break free.
Magnetic: The creature is magnetic. Metal items (including armour) will be 
dragged towards it.
In the case of weapons, this may cause the creature significant harm.
Greater True Sight: The creature is totally immune to magical attacks based on 
illusions or
fear.
Viral Breeding: If the creature causes a wound to a Beast, human, or member of 
a Folk, the
victim may eventually turn into a Spirit similar to the creature itself (like 
the bite of a vampire).


On the AGe of fable site, http://www.apolitical.info/webgame/index.php?mode=0 
there As well as the exceptionally fun game, there are various links to some 
resources involving roleplay. When I cam across a generator for creating 
fantasy creatures, I had to have a go for amusement value, and the description 
of the Caronite I found so hilarious I thought people would appreciate it, it 
looks like a cross betwene what?  and how can an incorporial creature crush 
things or bight others to transform them into itself?

Beware the grue! 

dark.
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Re: [Audyssey] Uncharted Peak, New Story-Driven RPG

2012-07-25 Thread dark

Thanks for this, I'll gladly give this one a go.

Diablo is indeed one of those games I've always wanted to play, me being an 
exploration nut, and it's good to here the developer has access in mind.


Beware the grue!

Dark.
- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: gamers@audyssey.org
Sent: Wednesday, July 25, 2012 7:27 AM
Subject: [Audyssey] Uncharted Peak, New Story-Driven RPG


I actually happened across this on mudconnector, which is a bit surprising 
since it's not what I would consider a mud. But it is pretty cool for a 
browser-based game. It's sort of like a mix between Diablo and a tactical 
RPG. It's got diablo's randomly generated equipment system and quest path, 
and it's got a turn-based tactical battle system that sort of simulates 
diablo's combat system in the best way a browser-based game can. Unlike in 
most browser-based RPG's, you actually complete your characters on this 
game, as in, you can actually finish the storyline. Once that happens you 
start a new character. From what I see the storyline isn't hugely in-depth 
unless I missed some parts somehow, but it is fairly well-written, and 
there are tons of other things to do and achievements to unlock. On the 
battlefield there's orbs and items to collect, and from what I understand 
orbs do various things, from curing all alements, to restoring HP, to 
granting experience. Combat is kind of slow even once you get used to it, 
but it isn't too bad once you figure out how it works. It's even got tons 
of zones, monsters and events to check out. I'd definitely give this one a 
look if you're an RPG fan, or even just a diablo fan and you always wished 
you could play.


www.unchartedpeak.com

There's a more comprehensive features list on the website for anyone 
interested.


One thing that really impressed me about this game was the developer's 
willingness to add accessibility features. At first the combat was 
unplayable because you couldn't tell where the monster was, and doing 
things like equipping items was a little tricky. But within a day of my 
asking, the developer went above and beyond my suggestions, implementing 
all of my suggestions as well as a few things I didn't even think of to 
make the game completely playable. I was very impressed. So if you're 
worried about accessibility, I think he's got that covered and I'm sure if 
you find anything else that's tricky to do he'd be willing to implement 
it, as long as it doesn't unbalance gameplay.


Enjoy.
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Re: [Audyssey] working Holodeck game

2012-07-25 Thread Ben
But why is it that we, in the u.k, don't get anything like this? Its not
fair!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Allan Thompson
Sent: 25 July 2012 01:01
To: Gamers Discussion list
Subject: Re: [Audyssey] working Holodeck game

This sounds really fascinating! I only wish there really was a star trek
holodeck! 

al 
  

The truth will set you free
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Phil Vlasak 
  To: Gamers Discussion list 
  Sent: Tuesday, July 24, 2012 7:18 PM
  Subject: [Audyssey] working Holodeck game


  USC Students building a working Holodeck
  Project Holodeck makes use of Oculus Rift, PlayStation Move, and Razer
Hydra 
  to create virtual-reality gaming.


  by Eric Mack
  July 24, 2012
  Welcome to Project Holodeck, would you like to make my day?

  Infiltrating the Borg or having dinner with Deanna Troi are just a few of 
  things that could soon become a (virtual) reality with some help from a
team 
  based at the University of Southern California.

  Project Holodeck is exactly what it sounds like -- a very serious effort
to 
  make the iconic virtual-reality room from Star Trek an actual reality.

  Unlike on the U.S.S. Enterprise, where Lt. Cmdr. Data might just stroll
into 
  a wild west casino in his regular uniform with no extra equipment, Project

  Holodeck relies on an Oculus Rift headset for visuals, PlayStation Move
for 
  head tracking, and the Razer Hydra to monitor body movements. The current 
  holodeck room is at least a little bit interactive, as well, with fans who

  are jacked into the system to simulate wind.

  The team is also developing a game to show off the setup called Wild
Skies, 
  which will require players to fly an airship and also engage in a little 
  combat using swords and guns. They plan to go on the road with their 
  Holodeck system, hitting venues like Maker Faire in the near future.

  Until then, you can see the system in action in the video below -- this 
  early demo features footage from the Sega Dreamcast game Skies of Arcadia,

  which Wild Skies seems to be roughly modeled on. Sadly, Cmdr. Troi is 
  nowhere to be seen in this one.
  http://www.projectholodeck.com/



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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2197 / Virus Database: 2437/5152 - Release Date: 07/24/12


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Re: [Audyssey] Uncharted Peak, New Story-Driven RPG

2012-07-25 Thread Keith S
I loved plyaing Diablo, both as a computer game and as a paper and pencil 
RPG when I could see.  This should be pretty good.


Keith
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 25, 2012 3:02 AM
Subject: Re: [Audyssey] Uncharted Peak, New Story-Driven RPG



Thanks for this, I'll gladly give this one a go.

Diablo is indeed one of those games I've always wanted to play, me being 
an exploration nut, and it's good to here the developer has access in 
mind.


Beware the grue!

Dark.
- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: gamers@audyssey.org
Sent: Wednesday, July 25, 2012 7:27 AM
Subject: [Audyssey] Uncharted Peak, New Story-Driven RPG


I actually happened across this on mudconnector, which is a bit surprising 
since it's not what I would consider a mud. But it is pretty cool for a 
browser-based game. It's sort of like a mix between Diablo and a tactical 
RPG. It's got diablo's randomly generated equipment system and quest path, 
and it's got a turn-based tactical battle system that sort of simulates 
diablo's combat system in the best way a browser-based game can. Unlike in 
most browser-based RPG's, you actually complete your characters on this 
game, as in, you can actually finish the storyline. Once that happens you 
start a new character. From what I see the storyline isn't hugely in-depth 
unless I missed some parts somehow, but it is fairly well-written, and 
there are tons of other things to do and achievements to unlock. On the 
battlefield there's orbs and items to collect, and from what I understand 
orbs do various things, from curing all alements, to restoring HP, to 
granting experience. Combat is kind of slow even once you get used to it, 
but it isn't too bad once you figure out how it works. It's even got tons 
of zones, monsters and events to check out. I'd definitely give this one a 
look if you're an RPG fan, or even just a diablo fan and you always wished 
you could play.


www.unchartedpeak.com

There's a more comprehensive features list on the website for anyone 
interested.


One thing that really impressed me about this game was the developer's 
willingness to add accessibility features. At first the combat was 
unplayable because you couldn't tell where the monster was, and doing 
things like equipping items was a little tricky. But within a day of my 
asking, the developer went above and beyond my suggestions, implementing 
all of my suggestions as well as a few things I didn't even think of to 
make the game completely playable. I was very impressed. So if you're 
worried about accessibility, I think he's got that covered and I'm sure 
if you find anything else that's tricky to do he'd be willing to 
implement it, as long as it doesn't unbalance gameplay.


Enjoy.
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Re: [Audyssey] Uncharted Peak, New Story-Driven RPG

2012-07-25 Thread dark
Well, very annoying that there is a bloody capture yet again! yee gods i get 
sick of these things.


I have however as the form stated mailed the administrator, so hopefully 
they can create me a game account, though I really wish there was another 
way around or a better security measure, sinse it's a shame to keep having 
to hastle people to get around these stupid security arrangements,  so 
secure they're unusable.


Oh, and yes I know about webvision, but as I said, A, it's not always 
workable, and B, firefox just doesn't work for me, actually with the amount 
it seems to crash I regard it as shoddy and unusable.


Beware the Grue!

dArk. 



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Re: [Audyssey] To Dark regarding godville

2012-07-25 Thread Darren Harris
What about having the text as buttons? I haven't played the game but my
thinking here is that if it's just clickable text which jaws/wineyes doesn't
always handle well, what about having the text there still but as a button?
At least then the screen reader will be able to access it.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 24 July 2012 16:57
To: Gamers Discussion list
Subject: Re: [Audyssey] To Dark regarding godville

Hi Al.


i've had a word with the developers. The bad news is they can't change the 
capture, sinse it's a standard google one and it's google who've changed 
their system. I've attempted to contact google about this, sinse while I 
found their old captures doable with decent headphones, their new ones 
aren't, and an accessibility option that is utterly unusuable is no good at 
all.

it was a pain in the kneck to track down google's contact address though, 
and their phone number wasn't working at all so i don't hold out great hopes

there,  quite ironic as I rememb er at one time E-mailing google support

was incredibly easy.

As to Godville though, the developers are willing to invite people to create

accounts, which avoids the capture, so that's a good way around.

As to the game, i think I see the problem, sinse rather than using standard 
controls on the pages they've simply got text that can be clicked on, so for

instance to encourage you literally need to just mouse click on the word 
encourage it's not a button or a link or anything. With Hal this is 
doable, but I can see why it would be a problem with other programs.

i suggest you just tell them in as honest a way as possible what is not 
working, and suggest a fix,  particularly if you've seen a similar sight

that does the same thing and so can give a reference.

In general the game sort of reminds me of progress quest, but a more serious

version.

All the best,

Dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net
To: gamers discussion list Gamers@audyssey.org
Sent: Tuesday, July 24, 2012 4:26 PM
Subject: [Audyssey] To Dark regarding godville


 Hey Dark,
 I got trimmed (I am so ashamed) so I just wanted to say that I agree with 
 you completely on that score.
 I am also thinking about contacting the game developers about certain 
 things on the web browser side of the game about some of   the controls, 
 although I have no idea how to tell them the proper way  to fix it to make

 it more accessible. Any hints on that?

 al



 The truth will set you free
 Jesus Christ of Nazareth 33A.D.
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Re: [Audyssey] godville game

2012-07-25 Thread Darren Harris
Hi dark,

Have you tried to use c cleaner to kill the dud registry entries? I don't
have a problem with firefox myself but if there's dud entries in the
registry then that can cause issues for sure.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 25 July 2012 06:19
To: Gamers Discussion list
Subject: Re: [Audyssey] godville game

Hi Tom.

the crash I experienced was directly from the start, after installing 
firefox 10, indeed I barely got to look at the settings let alone any adons 
or downloads. I've tried reinstalling several times but still I get the 
crash, even when just using google or the audiogames.net forums.

I'm not sure what the problem is, as I said it happened with both my 
machines. Frankly, firefox just seems utterly unstable and useless, so I'll 
stick to Ie 8.

Beware the grue!

Dark. 


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Re: [Audyssey] Meet my monster!

2012-07-25 Thread Ian McNamara
Hi dark, that's really cool. A very good creature. I might try that and do it 
with some of my stuff.

Ian McNamara
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Re: [Audyssey] To Dark regarding godville

2012-07-25 Thread dark
Yep, that would work, and also be quicker with Hal sinse I'd not need to 
find the text directly and click on it but could use tab or b to go to next 
button, but again you'd have to ask the developers of the game.


Beware the grue!

Dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, July 25, 2012 9:22 AM
Subject: Re: [Audyssey] To Dark regarding godville



What about having the text as buttons? I haven't played the game but my
thinking here is that if it's just clickable text which jaws/wineyes 
doesn't
always handle well, what about having the text there still but as a 
button?

At least then the screen reader will be able to access it.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 24 July 2012 16:57
To: Gamers Discussion list
Subject: Re: [Audyssey] To Dark regarding godville

Hi Al.


i've had a word with the developers. The bad news is they can't change the
capture, sinse it's a standard google one and it's google who've changed
their system. I've attempted to contact google about this, sinse while I
found their old captures doable with decent headphones, their new ones
aren't, and an accessibility option that is utterly unusuable is no good 
at

all.

it was a pain in the kneck to track down google's contact address though,
and their phone number wasn't working at all so i don't hold out great 
hopes


there,  quite ironic as I rememb er at one time E-mailing google 
support


was incredibly easy.

As to Godville though, the developers are willing to invite people to 
create


accounts, which avoids the capture, so that's a good way around.

As to the game, i think I see the problem, sinse rather than using 
standard
controls on the pages they've simply got text that can be clicked on, so 
for


instance to encourage you literally need to just mouse click on the word
encourage it's not a button or a link or anything. With Hal this is
doable, but I can see why it would be a problem with other programs.

i suggest you just tell them in as honest a way as possible what is not
working, and suggest a fix,  particularly if you've seen a similar 
sight


that does the same thing and so can give a reference.

In general the game sort of reminds me of progress quest, but a more 
serious


version.

All the best,

Dark.
- Original Message - 
From: Allan Thompson allan1.thomp...@cox.net

To: gamers discussion list Gamers@audyssey.org
Sent: Tuesday, July 24, 2012 4:26 PM
Subject: [Audyssey] To Dark regarding godville



Hey Dark,
I got trimmed (I am so ashamed) so I just wanted to say that I agree with
you completely on that score.
I am also thinking about contacting the game developers about certain
things on the web browser side of the game about some of   the controls,
although I have no idea how to tell them the proper way  to fix it to 
make



it more accessible. Any hints on that?

al



The truth will set you free
Jesus Christ of Nazareth 33A.D.
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Re: [Audyssey] godville game

2012-07-25 Thread dark

Hi Darren.

Thanks for the suggestion, but I run pc tuneup to clean the registry 
regularly once a week, so I doubt that is the problem.


All the best,

Dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, July 25, 2012 9:30 AM
Subject: Re: [Audyssey] godville game



Hi dark,

Have you tried to use c cleaner to kill the dud registry entries? I don't
have a problem with firefox myself but if there's dud entries in the
registry then that can cause issues for sure.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 25 July 2012 06:19
To: Gamers Discussion list
Subject: Re: [Audyssey] godville game

Hi Tom.

the crash I experienced was directly from the start, after installing
firefox 10, indeed I barely got to look at the settings let alone any 
adons

or downloads. I've tried reinstalling several times but still I get the
crash, even when just using google or the audiogames.net forums.

I'm not sure what the problem is, as I said it happened with both my
machines. Frankly, firefox just seems utterly unstable and useless, so 
I'll

stick to Ie 8.

Beware the grue!

Dark.


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[Audyssey] OT: My joke take on captcha

2012-07-25 Thread Jacob Kruger
Something some of you can test/try out for me if you like is a webpage where 
I'm using a PHP class/module to dynamically generate output sound clips, that 
should then be  rendered in background - sort of - and part of the joke side of 
it, is I was thinking that something like this could be used to implement a 
form of blind/VI only captcha, since I am sort of translating letter strings 
into the audio rendition of basic braille character layout - check it out, and 
let me know if sound playback worked as such (might require you to authorise 
the implementation of something like the windows media player webpage 
component, if using internet explorer, currently), and otherwise, what you 
think of it - and it's currently using audio clips generated using the eSpeak 
UK-english female voice:
http://www.blindza.co.za/brailleTTS/

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'
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Re: [Audyssey] working Holodeck game

2012-07-25 Thread shaun everiss
Also on that point tom holodecks just came into being, how do we know 
they didn't start like this.


At 08:33 p.m. 24/07/2012 -0400, you wrote:

Hi Phil,

This sounds awesome! However, it still comes as a bit of a
disappointment, because it requires a lot of balky equipment. What I'd
really love to see is a true holodeck like the one on the Enterprise
that allows for the freedom of movement, sounds, smells, and so on.
Ah, well, I guess we will get there eventually. :D

On 7/24/12, Phil Vlasak p...@pcsgames.net wrote:
 USC Students building a working Holodeck
 Project Holodeck makes use of Oculus Rift, PlayStation Move, and 
Razer Hydra


 to create virtual-reality gaming.


 by Eric Mack
 July 24, 2012
 Welcome to Project Holodeck, would you like to make my day?

 Infiltrating the Borg or having dinner with Deanna Troi are just a few of
 things that could soon become a (virtual) reality with some help 
from a team


 based at the University of Southern California.

 Project Holodeck is exactly what it sounds like -- a very serious effort to

 make the iconic virtual-reality room from Star Trek an actual reality.

 Unlike on the U.S.S. Enterprise, where Lt. Cmdr. Data might just 
stroll into


 a wild west casino in his regular uniform with no extra equipment, Project
 Holodeck relies on an Oculus Rift headset for visuals, PlayStation Move for

 head tracking, and the Razer Hydra to monitor body movements. The current
 holodeck room is at least a little bit interactive, as well, with fans who
 are jacked into the system to simulate wind.

 The team is also developing a game to show off the setup called Wild Skies,

 which will require players to fly an airship and also engage in a little
 combat using swords and guns. They plan to go on the road with their
 Holodeck system, hitting venues like Maker Faire in the near future.

 Until then, you can see the system in action in the video below -- this
 early demo features footage from the Sega Dreamcast game Skies of Arcadia,
 which Wild Skies seems to be roughly modeled on. Sadly, Cmdr. Troi is
 nowhere to be seen in this one.
 http://www.projectholodeck.com/



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Re: [Audyssey] working Holodeck game

2012-07-25 Thread simon dowling
i remember back in the 90s there were a few vertual world games,
indeed patrick walker used to host a program think it was game master
or something, but vr has been around for a while in the uk.

On 25/07/2012, shaun everiss sm.ever...@gmail.com wrote:
 Also on that point tom holodecks just came into being, how do we know
 they didn't start like this.

 At 08:33 p.m. 24/07/2012 -0400, you wrote:
Hi Phil,

This sounds awesome! However, it still comes as a bit of a
disappointment, because it requires a lot of balky equipment. What I'd
really love to see is a true holodeck like the one on the Enterprise
that allows for the freedom of movement, sounds, smells, and so on.
Ah, well, I guess we will get there eventually. :D

On 7/24/12, Phil Vlasak p...@pcsgames.net wrote:
  USC Students building a working Holodeck
  Project Holodeck makes use of Oculus Rift, PlayStation Move, and
 Razer Hydra
 
  to create virtual-reality gaming.
 
 
  by Eric Mack
  July 24, 2012
  Welcome to Project Holodeck, would you like to make my day?
 
  Infiltrating the Borg or having dinner with Deanna Troi are just a few
  of
  things that could soon become a (virtual) reality with some help
 from a team
 
  based at the University of Southern California.
 
  Project Holodeck is exactly what it sounds like -- a very serious effort
  to
 
  make the iconic virtual-reality room from Star Trek an actual
  reality.
 
  Unlike on the U.S.S. Enterprise, where Lt. Cmdr. Data might just
 stroll into
 
  a wild west casino in his regular uniform with no extra equipment,
  Project
  Holodeck relies on an Oculus Rift headset for visuals, PlayStation Move
  for
 
  head tracking, and the Razer Hydra to monitor body movements. The
  current
  holodeck room is at least a little bit interactive, as well, with fans
  who
  are jacked into the system to simulate wind.
 
  The team is also developing a game to show off the setup called Wild
  Skies,
 
  which will require players to fly an airship and also engage in a
  little
  combat using swords and guns. They plan to go on the road with their
  Holodeck system, hitting venues like Maker Faire in the near future.
 
  Until then, you can see the system in action in the video below -- this
  early demo features footage from the Sega Dreamcast game Skies of
  Arcadia,
  which Wild Skies seems to be roughly modeled on. Sadly, Cmdr. Troi is
  nowhere to be seen in this one.
  http://www.projectholodeck.com/
 
 
 
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Re: [Audyssey] working Holodeck game

2012-07-25 Thread dark

Hmmm Simon.

Do you mean games master? that was awesome, and involved Patric more the 
physicist along with Dominick diamond.


Though Patric as the games master himself was presented virtually, or at 
least on a big screen rather than being physically present, it wasn't 
actually a program about virtual reality, but was the first,  and 
arguably the best, show about computer games on British Tv, with reviews of 
upcomming games and articals on game related subjects, challenges where 
people played a game against each other, and a lot of humour. There were 
also some very regular appearences but a lot of people in the know from the 
industry such as Dave perry.


A fantastic series that I believe I saw every episode of, and which was my 
main source of game information while I was growing up.


Just a shame it ended along with most of my own mainstream game playing 
round about the mid 1990's.


Beware the grue!

Dark. 



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Re: [Audyssey] working Holodeck game

2012-07-25 Thread simon dowling
thats the one, i remember me and my misses at the time we had just
gotten a sega mega drive and of course we were hooked on that show, i
meant patrick moore lol. happy days they were.

On 25/07/2012, dark d...@xgam.org wrote:
 Hmmm Simon.

 Do you mean games master? that was awesome, and involved Patric more the
 physicist along with Dominick diamond.

 Though Patric as the games master himself was presented virtually, or at
 least on a big screen rather than being physically present, it wasn't
 actually a program about virtual reality, but was the first,  and
 arguably the best, show about computer games on British Tv, with reviews of

 upcomming games and articals on game related subjects, challenges where
 people played a game against each other, and a lot of humour. There were
 also some very regular appearences but a lot of people in the know from the

 industry such as Dave perry.

 A fantastic series that I believe I saw every episode of, and which was my
 main source of game information while I was growing up.

 Just a shame it ended along with most of my own mainstream game playing
 round about the mid 1990's.

 Beware the grue!

 Dark.


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Re: [Audyssey] working Holodeck game

2012-07-25 Thread Thomas Ward
Hi Dark,

I suppose, but from my point of view everything in life happens to be
that way. No matter weather I'm listening to television,  playing
baseball with my son, reading from a menu in a diner, it requires more
effort on my part because  I'm blind and everyone else isn't. Its a
clear case of, you take the good; you take the bad; you take them
both; and there you have the facts of life.

Of course, the other issue here is that although you and I both have
visual accessibility issues in ways they are separate disabilities.
What I mean by that is older games such as those for the Atari or NES
are almost impossible for me to play because there I can't see the
graphics at all and the sounds are funky bleep, bleep, bleeps, and
boop, boop, boops which mean absolutely nothing to me. You might be
able to deal with the primitive graphics but I don't have that
advantage, and the primitive sounds don't help me at all. Take a more
modern game I can usually hold my own as long as the sounds are good
and I don't have to see the 3d graphics to play them. The 3d graphics
put you at a disadvantage and I am not sure how good you are at
playing modern mainstream games by sound alone. So its interesting
that while we have visual disabilities the end result from a gaming
user interface is radically different for us.

Cheers!

On 7/25/12, dark d...@xgam.org 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.

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Re: [Audyssey] working Holodeck game

2012-07-25 Thread Thomas Ward
Hi Ben,

Simple answer. Your universities aren't into that kind of research.
There are universities that focus on medical research, others do
technical research, others that are into advanced physics, etc. It is
rather obvious that the leaders in those specific fields would invent
or discover something before others around the world would simply
because of who works for them and where there line of research lies.

Cheers!


On 7/25/12, Ben gamehead...@aol.co.uk wrote:
 But why is it that we, in the u.k, don't get anything like this? Its not
 fair!

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Re: [Audyssey] working Holodeck game

2012-07-25 Thread Dennis Towne
Ben,

We here in the U.S. don't get anything like this either.  This is a
research project, which means some college students and a professor or
two built it in a laboratory on campus.  Nobody can buy one, but you
could hire people to build a custom one for you if you wanted.  It
would just cost you a lot of money.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com

On Wed, Jul 25, 2012 at 4:07 AM, Ben gamehead...@aol.co.uk wrote:
 But why is it that we, in the u.k, don't get anything like this? Its not
 fair!

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Re: [Audyssey] working Holodeck game

2012-07-25 Thread dark

Hi Tom.
I'm afraid I utterly disagree that everything! takes more effort for a 
visually impared person. Even if we restrict ourselves to just games, 
something like boppit, a mainstream audio game, or indeed any audio game is 
by it's very nature equal. Also, though some brouser games and games that 
rely on apprehending a complex layout of information might be said to 
require somewhat more effort, the case seems less so for somethin that is 
purely text based and completely accessible, ie the screen reader can access 
the text instantly with one key press. thus a lot of interactive fiction, 
games like Eamon, gamebooks with good layouts and buttons such as lone wolf, 
choiceof games or the ff project wouldn't seem to be this way.


though it is true that audio games are often developed and played by 
visually impared people, there is nothing to stop sighted people from 
playing them either, as proved by the few sighted people who do! play and 
develope audio games such as Richard and Sander from audiogames.net, , which 
is exactly why they are accessible, and also why I'd strongly encourage 
audio games to be considdered as simply a genre of games with merit on their 
own groundds, rather than just! an accessible alternative for the poor 
segrigated blind people to play in their little getto.


As to sound in 3D games, the issue certainly isn't that I can't! it's simply 
that the amount of effort involved as compared to playing a graphical game, 
even with my extremely limited vision makes the games not only not worth 
playing, but also frankly frustrating as hell due to low information.


if I play a game, i don't want to have to use guess work about what is 
happening, or keep hitting directions at random to work out where I should 
go, then use massive memorization for game objects, such a thing goes beyond 
the point of fun for me.


Yes, i might have to play more slowly, and occasionally I'll get hit or 
otherwise run into something and think what the hell was that and need to 
take time learning how to avoid it, but I generally want the possibility to 
sit down to a game and actually perceive most of it's objects and 
atmosphere, rather than always be at the level of guess work.


This is why I'd much rather play something like original Mega man, than a 3D 
brawler, sinse in Mega man, most of the objects in the game will be 
instantly visible and I can work out my own stratogies and ways of dealing 
with them.


This isn't a cryticism of anyone's playing method, just an explanation.

Beware the grue!

Dark. 



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Re: [Audyssey] godville game

2012-07-25 Thread Thomas Ward
Hi Dark,

How about Firefox 13? Firefox 10 is rather old and perhaps trying a
newer version will work better. I understand your experience was a bad
one, but it certainly isn't useless as I'm using it on two different
operating systems without experiencing those issues. So it sounds to
me to be a local issue of some kind.

On 7/25/12, dark d...@xgam.org wrote:
 Hi Tom.

 the crash I experienced was directly from the start, after installing
 firefox 10, indeed I barely got to look at the settings let alone any adons

 or downloads. I've tried reinstalling several times but still I get the
 crash, even when just using google or the audiogames.net forums.

 I'm not sure what the problem is, as I said it happened with both my
 machines. Frankly, firefox just seems utterly unstable and useless, so I'll

 stick to Ie 8.

 Beware the grue!

 Dark.


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Re: [Audyssey] working Holodeck game

2012-07-25 Thread Thomas Ward
Hi Dark,

Sure. However, my basic point is that you have some vision therefore
simple 2d graphics vs 3d graphics makes a huge difference in how you
play said games. I have absolutely no site so the graphical
representation on the screen makes absolutely no difference to me. I
have to put the same effort into playing no matter what kind of
graphics are used because all I have is the audio output. If the audio
output is terrible I have no access at all and if the audio output is
great then there is a higher degree of access.

I do agree in some cases some things are equally accessible between
sighted and blind consumers, but I still maintain most things do
require more effort as a rule of thumb. If we use your example of text
games with NVDA I have to route the review cursor to the bottom of the
screen, arrow up to where the text begins, and begin reading it line
by line. This doesn't make text games unaccessible to play, but is a
lot more inconvenient than reading it with your eyes. Therefore with
some screen readers, the way the text is presented, may require a bit
more effort to get access to than your average sighted user.

Then, of course, we are over looking the big issue itself. Playing
text games, gamebooks, whatever requires a screen reader. Up until
very recently when screen readers like NVDA were developed a person
would have to shell out a lot of cash for Window-Eyes, Jaws,
Supernova, etc which would be considerably more cost to the enduser.
While we can't measure that as extra effort per say it is a factor in
determining accessibility. The price or cost of access is as bad as
extra effort in my book.

Cheers!


On 7/25/12, dark d...@xgam.org wrote:
 Hi Tom.
 I'm afraid I utterly disagree that everything! takes more effort for a
 visually impared person. Even if we restrict ourselves to just games,
 something like boppit, a mainstream audio game, or indeed any audio game is

 by it's very nature equal. Also, though some brouser games and games that
 rely on apprehending a complex layout of information might be said to
 require somewhat more effort, the case seems less so for somethin that is
 purely text based and completely accessible, ie the screen reader can access

 the text instantly with one key press. thus a lot of interactive fiction,
 games like Eamon, gamebooks with good layouts and buttons such as lone wolf,

 choiceof games or the ff project wouldn't seem to be this way.

 though it is true that audio games are often developed and played by
 visually impared people, there is nothing to stop sighted people from
 playing them either, as proved by the few sighted people who do! play and
 develope audio games such as Richard and Sander from audiogames.net, , which

 is exactly why they are accessible, and also why I'd strongly encourage
 audio games to be considdered as simply a genre of games with merit on their

 own groundds, rather than just! an accessible alternative for the poor
 segrigated blind people to play in their little getto.

 As to sound in 3D games, the issue certainly isn't that I can't! it's simply

 that the amount of effort involved as compared to playing a graphical game,

 even with my extremely limited vision makes the games not only not worth
 playing, but also frankly frustrating as hell due to low information.

 if I play a game, i don't want to have to use guess work about what is
 happening, or keep hitting directions at random to work out where I should
 go, then use massive memorization for game objects, such a thing goes beyond

 the point of fun for me.

 Yes, i might have to play more slowly, and occasionally I'll get hit or
 otherwise run into something and think what the hell was that and need to

 take time learning how to avoid it, but I generally want the possibility to

 sit down to a game and actually perceive most of it's objects and
 atmosphere, rather than always be at the level of guess work.

 This is why I'd much rather play something like original Mega man, than a 3D

 brawler, sinse in Mega man, most of the objects in the game will be
 instantly visible and I can work out my own stratogies and ways of dealing
 with them.

 This isn't a cryticism of anyone's playing method, just an explanation.

 Beware the grue!

 Dark.


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Re: [Audyssey] Moderator reminder: Trimming messages

2012-07-25 Thread Nicol
I'd like to give some advice for those who use MSOffice outlook and jaws.
Messages sent in plain text format  is much smaller than messages sent in
html format.
What I usually do if I write a message that's quite long.
Step1: I save the message in my drafts folder.
I hit control plus s and then hit escape to close the message.
Step2: I go to my drafts folder.
Step3: I highlight the message and hit alt enter. This will bring up the
properties dialogue.
Step4: I read the screen with the jaws cursor.
So in this way I can see how many kb the message is.
The message I sent to the list about the  keyboard crazy game was 34 kb
because the message format is set on html. So  I went into the options
dialogue in outlook  and changed the format to plain text and the size of my
post dropped from 34 to 7 kb.
I hope my advice helps.
  


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Re: [Audyssey] godville game

2012-07-25 Thread dark

Hi tom.

That is an idea. In fairness I only believe it was firefox 10 because that's 
what the link on the sendspace page said, but equally it said internet 
explorer 9 when obviously 10 is the ltest version, so whether it pointed me 
to 10 or to the latest verson I don't know, though also remember I did try 
firefox quite recentlym, probably in april or so.


i will check what version I tried and then let you know.
Beware the grue!

dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 25, 2012 8:32 PM
Subject: Re: [Audyssey] godville game



Hi Dark,

How about Firefox 13? Firefox 10 is rather old and perhaps trying a
newer version will work better. I understand your experience was a bad
one, but it certainly isn't useless as I'm using it on two different
operating systems without experiencing those issues. So it sounds to
me to be a local issue of some kind.

On 7/25/12, dark d...@xgam.org wrote:

Hi Tom.

the crash I experienced was directly from the start, after installing
firefox 10, indeed I barely got to look at the settings let alone any 
adons


or downloads. I've tried reinstalling several times but still I get the
crash, even when just using google or the audiogames.net forums.

I'm not sure what the problem is, as I said it happened with both my
machines. Frankly, firefox just seems utterly unstable and useless, so 
I'll


stick to Ie 8.

Beware the grue!

Dark.



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list,
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Re: [Audyssey] working Holodeck game

2012-07-25 Thread dark

Hi Tom.

both true, however one thing I want to avoid n any discussion with 
disability and effort is the idea of privelidged experience, that there is a 
blind experience of the world whicch nobody else can understand or 
participate in, even when that experience has nothing to do with blindness.


i have for instance read papers by peoplke who claime that blind people, 
(and by their implication All! blind people), have an understanding and 
experience of music beyond everyone else. To me, this is exclusivist 
rubbish, sinse I've met some pretty tone deaf blind people and some amazing 
sighted musicians,, and just as we must acknolidge that sighted people can! 
play audio games, it is equally true that there are experiences which 
blindness doesn't affect.


perhaps the example of text games was a bad one because of cost, but music, 
playing audio games, communicating in an auditory way, learning massage, 
would probably be different.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 25, 2012 9:01 PM
Subject: Re: [Audyssey] working Holodeck game



Hi Dark,

Sure. However, my basic point is that you have some vision therefore
simple 2d graphics vs 3d graphics makes a huge difference in how you
play said games. I have absolutely no site so the graphical
representation on the screen makes absolutely no difference to me. I
have to put the same effort into playing no matter what kind of
graphics are used because all I have is the audio output. If the audio
output is terrible I have no access at all and if the audio output is
great then there is a higher degree of access.

I do agree in some cases some things are equally accessible between
sighted and blind consumers, but I still maintain most things do
require more effort as a rule of thumb. If we use your example of text
games with NVDA I have to route the review cursor to the bottom of the
screen, arrow up to where the text begins, and begin reading it line
by line. This doesn't make text games unaccessible to play, but is a
lot more inconvenient than reading it with your eyes. Therefore with
some screen readers, the way the text is presented, may require a bit
more effort to get access to than your average sighted user.

Then, of course, we are over looking the big issue itself. Playing
text games, gamebooks, whatever requires a screen reader. Up until
very recently when screen readers like NVDA were developed a person
would have to shell out a lot of cash for Window-Eyes, Jaws,
Supernova, etc which would be considerably more cost to the enduser.
While we can't measure that as extra effort per say it is a factor in
determining accessibility. The price or cost of access is as bad as
extra effort in my book.

Cheers!


On 7/25/12, dark d...@xgam.org wrote:

Hi Tom.
I'm afraid I utterly disagree that everything! takes more effort for a
visually impared person. Even if we restrict ourselves to just games,
something like boppit, a mainstream audio game, or indeed any audio game 
is


by it's very nature equal. Also, though some brouser games and games that
rely on apprehending a complex layout of information might be said to
require somewhat more effort, the case seems less so for somethin that is
purely text based and completely accessible, ie the screen reader can 
access


the text instantly with one key press. thus a lot of interactive fiction,
games like Eamon, gamebooks with good layouts and buttons such as lone 
wolf,


choiceof games or the ff project wouldn't seem to be this way.

though it is true that audio games are often developed and played by
visually impared people, there is nothing to stop sighted people from
playing them either, as proved by the few sighted people who do! play and
develope audio games such as Richard and Sander from audiogames.net, , 
which


is exactly why they are accessible, and also why I'd strongly encourage
audio games to be considdered as simply a genre of games with merit on 
their


own groundds, rather than just! an accessible alternative for the poor
segrigated blind people to play in their little getto.

As to sound in 3D games, the issue certainly isn't that I can't! it's 
simply


that the amount of effort involved as compared to playing a graphical 
game,


even with my extremely limited vision makes the games not only not worth
playing, but also frankly frustrating as hell due to low information.

if I play a game, i don't want to have to use guess work about what is
happening, or keep hitting directions at random to work out where I 
should
go, then use massive memorization for game objects, such a thing goes 
beyond


the point of fun for me.

Yes, i might have to play more slowly, and occasionally I'll get hit or
otherwise run into something and think what the hell was that and need 
to


take time learning how to avoid it, but I generally want the possibility 
to


sit down to a game and 

Re: [Audyssey] Moderator reminder: Trimming messages

2012-07-25 Thread Dakotah Rickard
It's also pretty easy to eliminate auto-sending of replies, so long as
you take the time... I'm not trying to accuse anyone by the way, I
just didn't know you guys even looked at messages that large or if
they got moved into a, go ahead and delete, folder or something. I
write most of my messages in a webmail application which gives me no
idea of the size of my messages, and that's primarily why I was
concerned. I hope that I didn't offend anyone by my concern.

Good luck.

Signed:
Dakotah Rickard

On 7/25/12, Nicol nicoljaco...@telkomsa.net wrote:
 I'd like to give some advice for those who use MSOffice outlook and jaws.
 Messages sent in plain text format  is much smaller than messages sent in
 html format.
 What I usually do if I write a message that's quite long.
 Step1: I save the message in my drafts folder.
 I hit control plus s and then hit escape to close the message.
 Step2: I go to my drafts folder.
 Step3: I highlight the message and hit alt enter. This will bring up the
 properties dialogue.
 Step4: I read the screen with the jaws cursor.
 So in this way I can see how many kb the message is.
 The message I sent to the list about the  keyboard crazy game was 34 kb
 because the message format is set on html. So  I went into the options
 dialogue in outlook  and changed the format to plain text and the size of
 my
 post dropped from 34 to 7 kb.
 I hope my advice helps.



 ---
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 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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Re: [Audyssey] working Holodeck game

2012-07-25 Thread Thomas Ward
Hi Dark,

Oh, don't get me started. I hate the so called blind privileged
experience argument. That's a load of crap circulated by people who
have never been sighted, who think their experience is superior to
everyone else, and argue essentially from ignorance. Especially, when
the subject at hand such as music has nothing to do with being blind
or sighted in the first place.

For example, a few years ago there was a blind Canadian jazz and
blues-rock musician named Jeff Healey. He was an exceptionally good
guitar player, and loved to show off his talent by playing the guitar
flat on his lap. I can't argue with his skill as a guitarist, since I
do admire his skills myself, but many people jumped to that
stereotypical conclusion that because he was blind that made him
somehow superior to sighted musicians. Of course, the fact he was
blind had absolutely nothing to do with it. It all came down to a lot
of time and practice to pull off feats like that.

There have been a number of extremely talented sighted guitar players
that are as good as if not better than Jeff Healey. People like Eddy
Van Halen, Jimmi Hendrix, Eric Clapton,  Richard Van Zant from Linard
Skinard, to name just a few have made a name for themselves as world
renown guitarists. The point here is that  being a very exceptional
guitar player doesn't have anything to do with being blind. It all
comes down to skill and talent.

Anyway, getting back on topic here you are right. There are a number
of experiences where blindness doesn't effect it one way or another.
Sometimes a blind person has to do things differently, but can
essentially have the same experience as his/her sighted friends and
family.

Cheers!


On 7/25/12, dark d...@xgam.org wrote:
 Hi Tom.

 both true, however one thing I want to avoid n any discussion with
 disability and effort is the idea of privelidged experience, that there is a

 blind experience of the world whicch nobody else can understand or
 participate in, even when that experience has nothing to do with blindness.

 i have for instance read papers by peoplke who claime that blind people,
 (and by their implication All! blind people), have an understanding and
 experience of music beyond everyone else. To me, this is exclusivist
 rubbish, sinse I've met some pretty tone deaf blind people and some amazing

 sighted musicians,, and just as we must acknolidge that sighted people can!

 play audio games, it is equally true that there are experiences which
 blindness doesn't affect.

 perhaps the example of text games was a bad one because of cost, but music,

 playing audio games, communicating in an auditory way, learning massage,
 would probably be different.

 Beware the grue!

 Dark.

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Re: [Audyssey] Moderator reminder: Trimming messages

2012-07-25 Thread Thomas Ward
Hi Dakotah,

No problem. No offense taken. I'm just glad we are able to clarify
things for you. :D

As it happens I often use the Google web-mail interface myself 90% of
the time and don't bother with separate e-mail clients. Since I have
several different computers running various operating systems its just
easier for me to open up Firefox and read my mail than download it
into Outlook, Thunderbird, Evolution, or whatever. Bottom line, I
don't know how large my messages are either, but usually by trimming I
am far below the 10 KB limit. Plus it helps to send messages as text
only too.

Cheers!

On 7/25/12, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 It's also pretty easy to eliminate auto-sending of replies, so long as
 you take the time... I'm not trying to accuse anyone by the way, I
 just didn't know you guys even looked at messages that large or if
 they got moved into a, go ahead and delete, folder or something. I
 write most of my messages in a webmail application which gives me no
 idea of the size of my messages, and that's primarily why I was
 concerned. I hope that I didn't offend anyone by my concern.

 Good luck.

 Signed:
 Dakotah Rickard

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Re: [Audyssey] working Holodeck game

2012-07-25 Thread Yohandy
There are some true inexplicable mysteries out there though. This is a bit 
off topic, but since music came up I'd like to mention Derek Paravicini, the 
blind and severely autistic pianist. It would take a while to explain why 
this guy is so amazing, so I'll link you guys to a few videos. it'll give 
you an idea of what this guy's all about and his incredible improv skill and 
technique.

http://www.youtube.com/watch?v=qpIigV7-kJk
http://www.youtube.com/watch?v=XztWqdEeyZQ
http://www.youtube.com/watch?v=BINSQNo8-18
and last one is a documentary:
http://www.youtube.com/watch?v=fibZudrZUto
Now how could anything like this be explained logically? For all we know, 
this guy is the most talented pianist on earth, and that's no exageration. 
He can play any song, in any key, in any style he chooses. in fact he can 
play them chromatically. check this out:

http://www.youtube.com/watch?v=tnqvmPCDli0
he can compose songs on the spot, however he cannot count to 10. explain 
this. It's sorta hard not to compare pianists to this guy now. lol



- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 25, 2012 9:27 PM
Subject: Re: [Audyssey] working Holodeck game



Hi Dark,

Oh, don't get me started. I hate the so called blind privileged
experience argument. That's a load of crap circulated by people who
have never been sighted, who think their experience is superior to
everyone else, and argue essentially from ignorance. Especially, when
the subject at hand such as music has nothing to do with being blind
or sighted in the first place.

For example, a few years ago there was a blind Canadian jazz and
blues-rock musician named Jeff Healey. He was an exceptionally good
guitar player, and loved to show off his talent by playing the guitar
flat on his lap. I can't argue with his skill as a guitarist, since I
do admire his skills myself, but many people jumped to that
stereotypical conclusion that because he was blind that made him
somehow superior to sighted musicians. Of course, the fact he was
blind had absolutely nothing to do with it. It all came down to a lot
of time and practice to pull off feats like that.

There have been a number of extremely talented sighted guitar players
that are as good as if not better than Jeff Healey. People like Eddy
Van Halen, Jimmi Hendrix, Eric Clapton,  Richard Van Zant from Linard
Skinard, to name just a few have made a name for themselves as world
renown guitarists. The point here is that  being a very exceptional
guitar player doesn't have anything to do with being blind. It all
comes down to skill and talent.

Anyway, getting back on topic here you are right. There are a number
of experiences where blindness doesn't effect it one way or another.
Sometimes a blind person has to do things differently, but can
essentially have the same experience as his/her sighted friends and
family.

Cheers!


On 7/25/12, dark d...@xgam.org wrote:

Hi Tom.

both true, however one thing I want to avoid n any discussion with
disability and effort is the idea of privelidged experience, that there 
is a


blind experience of the world whicch nobody else can understand or
participate in, even when that experience has nothing to do with 
blindness.


i have for instance read papers by peoplke who claime that blind people,
(and by their implication All! blind people), have an understanding and
experience of music beyond everyone else. To me, this is exclusivist
rubbish, sinse I've met some pretty tone deaf blind people and some 
amazing


sighted musicians,, and just as we must acknolidge that sighted people 
can!


play audio games, it is equally true that there are experiences which
blindness doesn't affect.

perhaps the example of text games was a bad one because of cost, but 
music,


playing audio games, communicating in an auditory way, learning massage,
would probably be different.

Beware the grue!

Dark.


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Re: [Audyssey] working Holodeck game

2012-07-25 Thread Cara Quinn
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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Re: [Audyssey] working Holodeck game

2012-07-25 Thread Cara Quinn
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 :)
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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 thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
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 d...@xgam.org 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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