Re: [Audyssey] Advice on implamenting accessibility into a visual/graphical game?

2010-06-30 Thread Hayden Presley
Hi Thomas,
That reminds me of earlier this year. Around Pacman's "birthday", every time
you launched google, it loaded pacman.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, June 29, 2010 6:57 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Advice on implamenting accessibility into a
visual/graphical game?

Hi Hayden,
H...That certainly would be interesting. i know for a fact several
Atari classics like Packman etc have been created as online web games,
but I don't know that the technology is there to make them fully
accessible as you don't have access to things like OpenAL, DirectX,
etc so can not take advantage of higher end audio support, etc that I
know of. Online gaming in its own way is still in the developmental
stage, and aside from a few games from Blind Adrenaline,
Audiogames.net, and All in Play accessible online games are still very
muchexperimental itself. It would be interesting if someone could
create a Packman Talks or something like  it for the web. Although, my
own knoledge of something like Flash and Shockwave is pretty little. I
know Java pretty well, but as I mentioned before I know the developer
would need something more complex than the java.applet.AudioClip class
for rendering something like 3d audio and so on.

Smile.

On 6/28/10, Hayden Presley  wrote:
> Hi Thomas,
> Just try to imagine pacman talks as a web game. That would be a nightmare.
>
> Best Regards,
> Hayden

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Re: [Audyssey] Advice on implamenting accessibility into a visual/graphical game?

2010-06-30 Thread Hayden Presley
Hi Thomas,
Yep, he's just now put them in, though I don't actually know how good they
are as I don't know many sighted people on the site. There are a few though.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, June 29, 2010 6:36 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Advice on implamenting accessibility into a
visual/graphical game?

Hi Hayden,
Thanks. I didn't know that. I've never actually played any of Che's
card games so didn't know he has started using graphics. Glad to here
it.

Smile.


On 6/28/10, Hayden Presley  wrote:
> Hi Thomas,
> Correction. Che's cardgames now have graphics as well.
>
> Best Regards,
> Hayden

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Re: [Audyssey] Advice on implamenting accessibility into a visual/graphical game?

2010-06-29 Thread Thomas Ward
Hi Hayden,
H...That certainly would be interesting. i know for a fact several
Atari classics like Packman etc have been created as online web games,
but I don't know that the technology is there to make them fully
accessible as you don't have access to things like OpenAL, DirectX,
etc so can not take advantage of higher end audio support, etc that I
know of. Online gaming in its own way is still in the developmental
stage, and aside from a few games from Blind Adrenaline,
Audiogames.net, and All in Play accessible online games are still very
muchexperimental itself. It would be interesting if someone could
create a Packman Talks or something like  it for the web. Although, my
own knoledge of something like Flash and Shockwave is pretty little. I
know Java pretty well, but as I mentioned before I know the developer
would need something more complex than the java.applet.AudioClip class
for rendering something like 3d audio and so on.

Smile.

On 6/28/10, Hayden Presley  wrote:
> Hi Thomas,
> Just try to imagine pacman talks as a web game. That would be a nightmare.
>
> Best Regards,
> Hayden

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Re: [Audyssey] Advice on implamenting accessibility into a visual/graphical game?

2010-06-29 Thread Thomas Ward
Hi Hayden,
Thanks. I didn't know that. I've never actually played any of Che's
card games so didn't know he has started using graphics. Glad to here
it.

Smile.


On 6/28/10, Hayden Presley  wrote:
> Hi Thomas,
> Correction. Che's cardgames now have graphics as well.
>
> Best Regards,
> Hayden

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Re: [Audyssey] Advice on implamenting accessibility into a visual/graphical game?

2010-06-28 Thread Hayden Presley
Hi Thomas,
Just try to imagine pacman talks as a web game. That would be a nightmare.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, June 27, 2010 11:29 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Advice on implamenting accessibility into a
visual/graphical game?

Hi,
As you say a lot depends on exactly the type of game that is going to
be created. However, making a game web based actually would make
matters worse not better as it is harder to incorperate accessibility
features into the program. Here is a simple example of what I mean.
With a language like Java you can create web applets, an applet type
game, and incorperate it into a web page. That's fine as far as it
goes but the problem here is that the Java applet package only offers
extremely simple audio output like load, play, and stop sounds. Hardly
what we would want if we need to create an audio environment where we
needs sounds panned left or right, change the volume based on
distance, etc. In that case creating the program as a web applet
becomes an accessibility hazard instead of a help. The only solution
is to create it as a stand alone game and use a more advanced audio
API like the javax sound package which has the ability to pan sounds,
change volume, and a bunch of other more advanced sound goodies. Make
sense?


On 6/27/10, Hayden Presley  wrote:
> Hi Steve,
> The only one I could put forward an answer for is screen readers. It
would,
> depending on what you make, probably be more difficult. However, if this
is
> web based, then that's probably the easier avenue of voicing.
>
> Best Regards,
> Hayden
>

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Re: [Audyssey] Advice on implamenting accessibility into a visual/graphical game?

2010-06-28 Thread Hayden Presley
Hi Shaun,
Yes.  One thing, excuse howpicky this may sound, that I have a problem with
in regards to Terraformers is the way the voice is done. I swear, I can
almost hear her tongue clicking.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Sunday, June 27, 2010 4:53 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Advice on implamenting accessibility into a
visual/graphical game?

well there are examples.
1.  teraformas.
this game had graphics and sound though probably not as good as 
shades of doom or gtc as an experimental game it was quite interesting.
Unfortunately its never been updated so some bugs still remain.
the blind eye is a prime example on what is not a good thing to do 
with an accessible game.
Its never been fixeither.
shades of doom was one of the first fps games out there.
it has most of what could be benificial for the blind to play.
gtc is also a good game.
Entombed is a good rpg style at least it should work in that sort of way.
soundrts and time of conflict could lend some help to.
finally final conflict has simple menus and key commands.
though old its still good for what it is.
At 12:14 a.m. 28/06/2010, you wrote:
>Hi list.  I have a few questions regarding the realistic 
>possibilities of incorporating accessibility within a graphical 
>game...and I'm  hoping some list members would be able to offer 
>their advice.  I have a sighted programmer friend who has taken an 
>interest in how I would go about playing a game...and we got onto 
>the subject of how accessibility could be built into a visual game.
>
>Anyway, if anyone could answer some basic questions below, I'd 
>really appreciate it, as this would firstly clear up "non possible" 
>avenues and secondly, give us the possible avenues to play with.  At 
>this point, can I just say, if it is possible to do this, a very 
>simple graphical game would be on the table for an experiment, 
>probably self voicing and web-based, but could be client based.
>
>1. What is the best combination for accessibility within a visual 
>environment. E.g, Java (graphics) and self-voicing? Flash (graphics) 
>and self-voicing? Java (graphics) and a client TTS based program? etc...
>2. Would 1 approach be more difficult than another? E.g, 
>screenreader over self-voicing?
>3. Are there any examples of such a graphical game which offer a 
>good gaming experience to both the blind and sighted, which 
>incorporate audio accessibility?
>
>Hopefully you understand what I'm asking.  In a nutshell, the blind 
>have no need for graphics and the sighted need graphics, so I'm 
>guessing there hasn't been a great need to marry the two...but is it 
>possible and what road would we go down to make it possible.
>Many thanks, have a great day, cheers Steve.
>
>
>Visit: www.crustysocks.com
>Contact me:
>Skype: steve-chase
>MSN: stevesa...@hotmail.com
>E-Mail: st...@crustysocks.com
>Tel: +44 (0) 77333 73714
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Re: [Audyssey] Advice on implamenting accessibility into a visual/graphical game?

2010-06-28 Thread Hayden Presley
Hi Thomas,
Correction. Che's cardgames now have graphics as well.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, June 28, 2010 6:53 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Advice on implamenting accessibility into a
visual/graphical game?

Hi Steve,
Interesting. I don't know of many accessible game developers that have
created a web based game that was both visually graphical and fully
accessible to a blind player other than All in Plays card games. One
game that might help you and the developer of this game is an
accessible game called Sudo-San. It is written in Flash, is played on
the web, is simple, and can be found at
http://www.audiogames.net/playcenter/
and could be a good starting place for looking into developing browser
based games for the blind and sighted.

HTH

On 6/28/10, Steve S  wrote:
> Hi Shaun and thanks for the info.  The range of games is amazing, but
what's
> in mind at the moment is not a complex game, it's how to make, let's say a
> shooting game that people play daily on the web accessible.  My son plays
> Call of Duty and all those mind blowing games on the PS3, but believe me
he
> loves playing other games on the web, that you would probably find boring.
> I don't think it's because the game is boring, it's because we can't get
> immersed in it's simplisity, because we can't get involved for example.
>
> Like I said in a previous post...a game he played, he aimed the mouse and
> clicked, he then clicked again when looking at a visual meter to
shoot...he
> was on that game for about 1 hour 15 mins...and he had COD upstairs!  The
> game offered a lot of thought, calculation and game play against another
> person in another country, pretty rewarding.  So, there lies the quest.
The
> best way to have a VIP move that mouse with the keyboard, select the
> position and get involved in the on line game-play...that's just an
example,
> but see what I mean.  I hope to learn what's needed, because that can
always
> lead on to more complex projects, cheers Steve.

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Re: [Audyssey] Advice on implamenting accessibility into a, visual/graphical game?

2010-06-28 Thread Steve S
Hi Eleanor, thanks for the information and link to the site...I'll check it 
out tomorrow when I have time, cheers Steve.
- Original Message - 
From: "Eleanor" 

To: 
Sent: Monday, June 28, 2010 2:21 PM
Subject: [Audyssey] Advice on implamenting accessibility into 
a,visual/graphical game?



There are several ways in which a graphical game can be made accessible. 
It is always easier to do if it is planned in from the beginning, but at 
least some accessibility can be added.  We use both Java and self-voicing 
AND compatibility with JAWS.  We are exploring the use of Flash and 
self-voicing and should have some answers regarding that by the end of the 
summer.


As for examples of graphical games that are accessible, check out our 
7-128 Software games.  Yes they are casual games but will provide an 
example of using graphics and self voicing/screen reader accessibility in 
the same game.


Eleanor Robinson
7-128 Software

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Re: [Audyssey] Advice on implamenting accessibility into a, visual/graphical game?

2010-06-28 Thread Muhammed Deniz
Maybe you could say for an example or here or what. Also,  they could put 
panning and speech in the game.

My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: "Eleanor" 

To: 
Sent: Monday, June 28, 2010 2:21 PM
Subject: [Audyssey] Advice on implamenting accessibility into 
a,visual/graphical game?



There are several ways in which a graphical game can be made accessible. 
It is always easier to do if it is planned in from the beginning, but at 
least some accessibility can be added.  We use both Java and self-voicing 
AND compatibility with JAWS.  We are exploring the use of Flash and 
self-voicing and should have some answers regarding that by the end of the 
summer.


As for examples of graphical games that are accessible, check out our 
7-128 Software games.  Yes they are casual games but will provide an 
example of using graphics and self voicing/screen reader accessibility in 
the same game.


Eleanor Robinson
7-128 Software

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[Audyssey] Advice on implamenting accessibility into a, visual/graphical game?

2010-06-28 Thread Eleanor
There are several ways in which a graphical game can be made 
accessible.  It is always easier to do if it is planned in from the 
beginning, but at least some accessibility can be added.  We use both 
Java and self-voicing AND compatibility with JAWS.  We are exploring the 
use of Flash and self-voicing and should have some answers regarding 
that by the end of the summer.


As for examples of graphical games that are accessible, check out our 
7-128 Software games.  Yes they are casual games but will provide an 
example of using graphics and self voicing/screen reader accessibility 
in the same game.


Eleanor Robinson
7-128 Software

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Re: [Audyssey] Advice on implamenting accessibility into a visual/graphical game?

2010-06-28 Thread AudioGames
Hi Steve and list,

Here're some answers from me...


Question 1:
What is the best combination for accessibility within a visual environment. 
E.g, Java (graphics) and self-voicing? Flash (graphics) 
and self-voicing? Java (graphics) and a client TTS based program? etc...

Answer:
The choice of technology depends very much on the type of game that you are 
going to develop. You need to know the type of graphics 
that the game is going to use (3D or 2D) and also the platform on which the 
game is played (PC, iPhone/iPad or (handheld) console, 
online in browser on website/ Facebook, etc.). There's a wide range of game 
technology out there so you first need to be more 
specific. But I can tell you this already: Java and Flash are currently the 
most popular apps for 2D online/offline graphics, 
including a 2D sound engine. Unity, Director, Virtools and Quest3D are the most 
popular (in that order) for online/offline 3D 
graphics, including a 3D sound engine. Of these, only Director contains 
standard TTS functionality.
But there are many options if you choose to develop for another platform, many 
including coding (for example C#) instead of 
scripting (ActionScript) solutions.


Question 2:
Would 1 approach be more difficult than another? E.g, screenreader over 
self-voicing?

Answer:
Again, this depends heavily on your game design and the type of experience that 
you want to accomplish. The benefit of screenreader 
functionality is that you don't have to produce sound file assets for the text 
in your game. If your game contains a lot of text 
this saves a lot of money and time. It also saves a lot on the size of your 
game (100 text files is much smaller than 100 mp3 
files). The downside is that you can't control the sound of the voice on the 
players computer, with many people having different 
voices. You also need to somhow get TTS working in your game as not that many 
game development tools support TTS. Your game will 
(partially) sound like any other application and that a lot of expression thus 
immersion of the gamer may probably be lost, compared 
to a recording of a voice actor. This is one of the benefits of a self-voicing 
game - you can make it sound great, original, 
expressive and exciting. You can make it sound like a game and not Word. But of 
course you need to have the resources (voice 
over/actor (=not the same), recording capabilities, time) to do that. Also, it 
will make your game a lot bigger. And many 
development tools can simply handle multiple sound files.


Question 3:
Are there any examples of such a graphical game which offer a good gaming 
experience to both the blind and sighted, which 
incorporate audio accessibility?

Answer:
Aside from the obvious ones such as Terraformers and The Blind Eye, that others 
have already mentioned, there are several games in 
our AudioGames.net database that feature visuals and from which can be learned. 
Such as:

http://www.audiogames.net/sudosan/
http://www.audiogames.net/thecurbgame/
http://audiogames.net/db.php?action=view&id=mueckenjagd
http://audiogames.net/db.php?action=view&id=SoundVoyager
http://audiogames.net/db.php?action=view&id=km2000
http://audiogames.net/db.php?action=view&id=tag

Many of the above are accessible but have (light and big) design issues in one 
way or the other. Sudosan, which I developed, is an 
accessible version of the popular Sudoku puzzle. It is very boring because 
solving a 9x9 sudoku takes a lot longer by listening to 
each row and column compared to having a visual overview of the puzzle. A 
better solution would have been the option of a 4x4 or 6x6 
sudoku.

The Curb Game was intended as a (first) simple online blind-accessible video 
game, as there were none at that time. What we learned 
was that adding visuals double the production time (also see final note below).

The game KM2000 is an excellent example on how why one should NOT base your 
accessible game design on a visual perspective. KM2000 
is a racing game in which it was decided to use a top-down perspective and 
making it possible for a player to rotate his car 360 
degrees, thus resulting in many accessibility issues and in a game that is 
almost unplayable. Would the designers have chosen for a 
3rd person (like Outrun) or even 1st person perspective, than the game would 
have been a whole lot different and better. Lesson 
learned: base your game design and game perspective on accessibility first 
(only then on sound), and not on visuals (which has a 
different possibility space with different properties/dimensions than sound).

Mueckenjagd offers a similar problem. In this fly-swatting type game, the 
player control a crosshair in a 2D plane (x,y). The 
crosshair cannot leave this plane and this will bump the edges. When you see 
this in action, the mechanic is very clear. But the 
mechanic is very unclear in just sound alone (when there is no visual plane), 
and it is only enhanced by the minimalistic sound 
design for the bump noti

Re: [Audyssey] Advice on implamenting accessibility into a visual/graphical game?

2010-06-28 Thread Thomas Ward
Hi Steve,
Interesting. I don't know of many accessible game developers that have
created a web based game that was both visually graphical and fully
accessible to a blind player other than All in Plays card games. One
game that might help you and the developer of this game is an
accessible game called Sudo-San. It is written in Flash, is played on
the web, is simple, and can be found at
http://www.audiogames.net/playcenter/
and could be a good starting place for looking into developing browser
based games for the blind and sighted.

HTH

On 6/28/10, Steve S  wrote:
> Hi Shaun and thanks for the info.  The range of games is amazing, but what's
> in mind at the moment is not a complex game, it's how to make, let's say a
> shooting game that people play daily on the web accessible.  My son plays
> Call of Duty and all those mind blowing games on the PS3, but believe me he
> loves playing other games on the web, that you would probably find boring.
> I don't think it's because the game is boring, it's because we can't get
> immersed in it's simplisity, because we can't get involved for example.
>
> Like I said in a previous post...a game he played, he aimed the mouse and
> clicked, he then clicked again when looking at a visual meter to shoot...he
> was on that game for about 1 hour 15 mins...and he had COD upstairs!  The
> game offered a lot of thought, calculation and game play against another
> person in another country, pretty rewarding.  So, there lies the quest.  The
> best way to have a VIP move that mouse with the keyboard, select the
> position and get involved in the on line game-play...that's just an example,
> but see what I mean.  I hope to learn what's needed, because that can always
> lead on to more complex projects, cheers Steve.

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Re: [Audyssey] Advice on implamenting accessibility into a visual/graphical game?

2010-06-28 Thread Steve S
Hi Shaun and thanks for the info.  The range of games is amazing, but what's 
in mind at the moment is not a complex game, it's how to make, let's say a 
shooting game that people play daily on the web accessible.  My son plays 
Call of Duty and all those mind blowing games on the PS3, but believe me he 
loves playing other games on the web, that you would probably find boring. 
I don't think it's because the game is boring, it's because we can't get 
immersed in it's simplisity, because we can't get involved for example.


Like I said in a previous post...a game he played, he aimed the mouse and 
clicked, he then clicked again when looking at a visual meter to shoot...he 
was on that game for about 1 hour 15 mins...and he had COD upstairs!  The 
game offered a lot of thought, calculation and game play against another 
person in another country, pretty rewarding.  So, there lies the quest.  The 
best way to have a VIP move that mouse with the keyboard, select the 
position and get involved in the on line game-play...that's just an example, 
but see what I mean.  I hope to learn what's needed, because that can always 
lead on to more complex projects, cheers Steve.
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Sunday, June 27, 2010 10:53 PM
Subject: Re: [Audyssey] Advice on implamenting accessibility into a 
visual/graphical game?




well there are examples.
1.  teraformas.
this game had graphics and sound though probably not as good as shades of 
doom or gtc as an experimental game it was quite interesting.

Unfortunately its never been updated so some bugs still remain.
the blind eye is a prime example on what is not a good thing to do with an 
accessible game.

Its never been fixeither.
shades of doom was one of the first fps games out there.
it has most of what could be benificial for the blind to play.
gtc is also a good game.
Entombed is a good rpg style at least it should work in that sort of way.
soundrts and time of conflict could lend some help to.
finally final conflict has simple menus and key commands.
though old its still good for what it is.
At 12:14 a.m. 28/06/2010, you wrote:
Hi list.  I have a few questions regarding the realistic possibilities of 
incorporating accessibility within a graphical game...and I'm  hoping some 
list members would be able to offer their advice.  I have a sighted 
programmer friend who has taken an interest in how I would go about 
playing a game...and we got onto the subject of how accessibility could be 
built into a visual game.


Anyway, if anyone could answer some basic questions below, I'd really 
appreciate it, as this would firstly clear up "non possible" avenues and 
secondly, give us the possible avenues to play with.  At this point, can I 
just say, if it is possible to do this, a very simple graphical game would 
be on the table for an experiment, probably self voicing and web-based, 
but could be client based.


1. What is the best combination for accessibility within a visual 
environment. E.g, Java (graphics) and self-voicing? Flash (graphics) and 
self-voicing? Java (graphics) and a client TTS based program? etc...
2. Would 1 approach be more difficult than another? E.g, screenreader over 
self-voicing?
3. Are there any examples of such a graphical game which offer a good 
gaming experience to both the blind and sighted, which incorporate audio 
accessibility?


Hopefully you understand what I'm asking.  In a nutshell, the blind have 
no need for graphics and the sighted need graphics, so I'm guessing there 
hasn't been a great need to marry the two...but is it possible and what 
road would we go down to make it possible.

Many thanks, have a great day, cheers Steve.


Visit: www.crustysocks.com
Contact me:
Skype: steve-chase
MSN: stevesa...@hotmail.com
E-Mail: st...@crustysocks.com
Tel: +44 (0) 77333 73714
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Re: [Audyssey] Advice on implamenting accessibility into a visual/graphical game?

2010-06-27 Thread shaun everiss

well there are examples.
1.  teraformas.
this game had graphics and sound though probably not as good as 
shades of doom or gtc as an experimental game it was quite interesting.

Unfortunately its never been updated so some bugs still remain.
the blind eye is a prime example on what is not a good thing to do 
with an accessible game.

Its never been fixeither.
shades of doom was one of the first fps games out there.
it has most of what could be benificial for the blind to play.
gtc is also a good game.
Entombed is a good rpg style at least it should work in that sort of way.
soundrts and time of conflict could lend some help to.
finally final conflict has simple menus and key commands.
though old its still good for what it is.
At 12:14 a.m. 28/06/2010, you wrote:
Hi list.  I have a few questions regarding the realistic 
possibilities of incorporating accessibility within a graphical 
game...and I'm  hoping some list members would be able to offer 
their advice.  I have a sighted programmer friend who has taken an 
interest in how I would go about playing a game...and we got onto 
the subject of how accessibility could be built into a visual game.


Anyway, if anyone could answer some basic questions below, I'd 
really appreciate it, as this would firstly clear up "non possible" 
avenues and secondly, give us the possible avenues to play with.  At 
this point, can I just say, if it is possible to do this, a very 
simple graphical game would be on the table for an experiment, 
probably self voicing and web-based, but could be client based.


1. What is the best combination for accessibility within a visual 
environment. E.g, Java (graphics) and self-voicing? Flash (graphics) 
and self-voicing? Java (graphics) and a client TTS based program? etc...
2. Would 1 approach be more difficult than another? E.g, 
screenreader over self-voicing?
3. Are there any examples of such a graphical game which offer a 
good gaming experience to both the blind and sighted, which 
incorporate audio accessibility?


Hopefully you understand what I'm asking.  In a nutshell, the blind 
have no need for graphics and the sighted need graphics, so I'm 
guessing there hasn't been a great need to marry the two...but is it 
possible and what road would we go down to make it possible.

Many thanks, have a great day, cheers Steve.


Visit: www.crustysocks.com
Contact me:
Skype: steve-chase
MSN: stevesa...@hotmail.com
E-Mail: st...@crustysocks.com
Tel: +44 (0) 77333 73714
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Re: [Audyssey] Advice on implamenting accessibility into a visual/graphical game?

2010-06-27 Thread Thomas Ward
Hi,
As you say a lot depends on exactly the type of game that is going to
be created. However, making a game web based actually would make
matters worse not better as it is harder to incorperate accessibility
features into the program. Here is a simple example of what I mean.
With a language like Java you can create web applets, an applet type
game, and incorperate it into a web page. That's fine as far as it
goes but the problem here is that the Java applet package only offers
extremely simple audio output like load, play, and stop sounds. Hardly
what we would want if we need to create an audio environment where we
needs sounds panned left or right, change the volume based on
distance, etc. In that case creating the program as a web applet
becomes an accessibility hazard instead of a help. The only solution
is to create it as a stand alone game and use a more advanced audio
API like the javax sound package which has the ability to pan sounds,
change volume, and a bunch of other more advanced sound goodies. Make
sense?


On 6/27/10, Hayden Presley  wrote:
> Hi Steve,
> The only one I could put forward an answer for is screen readers. It would,
> depending on what you make, probably be more difficult. However, if this is
> web based, then that's probably the easier avenue of voicing.
>
> Best Regards,
> Hayden
>

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Re: [Audyssey] Advice on implamenting accessibility into a visual/graphical game?

2010-06-27 Thread Thomas Ward
Hi Steve,
Well, as I am both a game player and a software developer I'd say I am
definitely in a position to help you and your friend here. If you have
any questions you would like to ask me specifically I'm certain I may
be a big help. Anyway, here are the questions and answers to the
questions you asked.

Question:
1. What is the best combination for accessibility within a visual
environment. E.g,
Java (graphics) and self-voicing? Flash (graphics) and self-voicing?
Java (graphics)
and a client TTS based program? etc...

Answer:
All of these questions are asking about specific programming languages
such as Java and Flash. Either one could work for a game if the
developer knows how to add accessibility to the program. However, I
will say that Java can be problematic as not all screen readers
support swing, and there for if the developer uses Java there should
definitely be some way to self-voice the game that way the screen
reader is not an issue for the gamer. Fortunately, you can use
prerecorded speech files that get played back as needed as I do with
my games, or the Java developer could use something like FreTTS for
speech output. It isn't the best quality speech system, but it does
work.

Question:
2. Would 1 approach be more difficult than another? E.g, screenreader
over self-voicing?

Answer:
Not really. However, as a developer and a gamer I prefer the program
self-voice itself rather than depending on a screen reader. The reason
I say this even though some screen readers like Jaws and Window-Eyes
can directly be supported through their individual APIs not all screen
readers have this ability and there for your screen reader support
would be limited to whatever screen reader/screen readers you decided
to support. If you use a language like Java accessibility is dependant
on if the screen reader supports the Java access bridge. Jaws and NVDA
do, but Window-Eyes does not. Therefore once again your accessibility
is very hit and miss using a screen reader. The only way to make sure
everyone can play it is to make the game itself provide the speech
output via tts engine or by using prerecorded speech as needed.

Question:
3. Are there any examples of such a graphical game which offer a good
gaming experience
to both the blind and sighted, which incorporate audio accessibility?

Answer:
A few. However, this is something that has largely not been done since
most accessible game developers don't care about graphics thus don't
include them. One game I know of that has graphics and is accessible
is Teraformers. That's one of the only examples I can think of in
terms of an action game that does this. There are other games such as
those created by 7128.com that have graphics and speech output, but
those are mostly turn based games where you answer questions such as
in the Inspector Cindy games, or word puzzles. Not exactly what you
are looking for here as they are rather simple examples of how
accessibility can be applied to a graphical game. there are also the
All In Play card games that are accessible to blind and sighted alike,
but once again it is  a rather simple example of a graphics based game
being made accessible to the blind. I'm not sure you can find anything
complex where graphics and accessibility were designed into the same
game.

HTH

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Re: [Audyssey] Advice on implamenting accessibility into a visual/graphical game?

2010-06-27 Thread Hayden Presley
Hi Steve,
The only one I could put forward an answer for is screen readers. It would,
depending on what you make, probably be more difficult. However, if this is
web based, then that's probably the easier avenue of voicing.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Steve S
Sent: Sunday, June 27, 2010 7:14 AM
To: Gamers@audyssey.org
Subject: [Audyssey] Advice on implamenting accessibility into a
visual/graphical game?

Hi list.  I have a few questions regarding the realistic possibilities of
incorporating accessibility within a graphical game...and I'm  hoping some
list members would be able to offer their advice.  I have a sighted
programmer friend who has taken an interest in how I would go about playing
a game...and we got onto the subject of how accessibility could be built
into a visual game.

Anyway, if anyone could answer some basic questions below, I'd really
appreciate it, as this would firstly clear up "non possible" avenues and
secondly, give us the possible avenues to play with.  At this point, can I
just say, if it is possible to do this, a very simple graphical game would
be on the table for an experiment, probably self voicing and web-based, but
could be client based.

1. What is the best combination for accessibility within a visual
environment. E.g, Java (graphics) and self-voicing? Flash (graphics) and
self-voicing? Java (graphics) and a client TTS based program? etc...
2. Would 1 approach be more difficult than another? E.g, screenreader over
self-voicing?
3. Are there any examples of such a graphical game which offer a good gaming
experience to both the blind and sighted, which incorporate audio
accessibility?

Hopefully you understand what I'm asking.  In a nutshell, the blind have no
need for graphics and the sighted need graphics, so I'm guessing there
hasn't been a great need to marry the two...but is it possible and what road
would we go down to make it possible.
Many thanks, have a great day, cheers Steve.


Visit: www.crustysocks.com
Contact me:
Skype: steve-chase
MSN: stevesa...@hotmail.com
E-Mail: st...@crustysocks.com
Tel: +44 (0) 77333 73714
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[Audyssey] Advice on implamenting accessibility into a visual/graphical game?

2010-06-27 Thread Steve S
Hi list.  I have a few questions regarding the realistic possibilities of 
incorporating accessibility within a graphical game...and I'm  hoping some list 
members would be able to offer their advice.  I have a sighted programmer 
friend who has taken an interest in how I would go about playing a game...and 
we got onto the subject of how accessibility could be built into a visual game.

Anyway, if anyone could answer some basic questions below, I'd really 
appreciate it, as this would firstly clear up "non possible" avenues and 
secondly, give us the possible avenues to play with.  At this point, can I just 
say, if it is possible to do this, a very simple graphical game would be on the 
table for an experiment, probably self voicing and web-based, but could be 
client based.

1. What is the best combination for accessibility within a visual environment. 
E.g, Java (graphics) and self-voicing? Flash (graphics) and self-voicing? Java 
(graphics) and a client TTS based program? etc...
2. Would 1 approach be more difficult than another? E.g, screenreader over 
self-voicing?
3. Are there any examples of such a graphical game which offer a good gaming 
experience to both the blind and sighted, which incorporate audio accessibility?

Hopefully you understand what I'm asking.  In a nutshell, the blind have no 
need for graphics and the sighted need graphics, so I'm guessing there hasn't 
been a great need to marry the two...but is it possible and what road would we 
go down to make it possible.
Many thanks, have a great day, cheers Steve.


Visit: www.crustysocks.com
Contact me:
Skype: steve-chase
MSN: stevesa...@hotmail.com
E-Mail: st...@crustysocks.com
Tel: +44 (0) 77333 73714
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