accessibility

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  • GDC09: Gaikai digital gaming service to stream MMOs to web browsers

    by 
    James Egan
    James Egan
    03.26.2009

    One of the more interesting announcements to come out of GDC 2009 is OnLive, which will allow low-end PCs to play high-end games via streaming technology, piping in a game experience where all the heavy (graphics) lifting is done on the company's servers. It's a significant step forward in gaming provided it lives up to expectations, and the fact that it's fully cross-platform means that Mac users will be able to play PC titles never ported for the OS. OnLive isn't alone in wanting to make games more accessible though, particularly when it comes to MMOs. Acclaim CEO David Perry told GameDaily, "We have already filed a patent on what OnLive is doing. I'm working with a team called Gaikai... we have World of Warcraft and EVE Online running." Since Gaikai's "Streaming Worlds" technology involves servers which remotely do the graphics crunching required of most modern games and streams the game to a web browser, all one needs is a machine with a good internet connection. No game client downloads are required. "You can play World of Warcraft anytime, on any browser," said Perry. The OnLive and Gaikai services are still in development and beta testing for both may begin this Winter, if not sooner.

  • Tabs in the title bar: a UI design trend that needs to go

    by 
    Robert Palmer
    Robert Palmer
    02.26.2009

    Safari 4 Beta's new tab arrangement has me bothered. It seems to be largely lifted from Chrome's user interface that puts the tabs at the very top of the window. Not only is this a departure from Apple's typical UI choices, it presents problems for users with special needs. On your average Apple user interface, every object -- a title bar, menu, button, or handle -- has a single function. It can resize the window, move it, close it, or scroll it. Safari 4's tabs, however, have a dual purpose: They not only can be selected to move the entire Safari 4 window, but can be clicked individually to display their contents. In Safari 3, this was handled by two different objects -- the title bar to move the window, and tabs in the tab bar. Google chose to put tabs at the top of the window because it was an important part of the user metaphor for their web browser, Chrome. In Chrome, tabs are independent processes brought together in a kind of stack. This is all very well and good, but it poses the same problem of having the area at the top of the window do two things at once: move the window as a whole, and control each item in the stack.

  • Free Realms video blog hits on game's unique features

    by 
    James Egan
    James Egan
    02.04.2009

    Free Realms is one of those rare massively multiplayer online games that seems to hold appeal for both children and adults, despite its target group of teens and tweens. Sony Online Entertainment released a video blog from CES 2009 specifically about the game, with SOE President John Smedley and Creative Director Laralyn McWilliams. They explain a bit about what the game is, and some of what makes the title unique. The video blog is interspersed with footage from Free Realms, highlighting its combat-optional design philosophy. This should provide gamers with a variety of options -- including pets and mini-games -- allowing them to play however they choose.

  • FusionFall Executive Producer explains the importance of accessibility

    by 
    Shawn Schuster
    Shawn Schuster
    01.26.2009

    By this time, you've probably heard about Cartoon Network's FusionFall MMO. We've given our extensive first impressions here, and it's managed to create its own little buzz already. How much of a buzz? How about 2.5 million accounts created during beta?So what makes a game like this so popular? According to a recent interview with Worlds in Motion, Executive Producer Chris Waldron says it's all about accessibility. "From our experience with the Sneak Peek weekends, we realize that FusionFall is going to be the first MMO for a lot of players. We based a lot of our design decisions on that, and so far it's working out pretty well." Check out the entire interview for more from FusionFall's Chris Waldron.

  • The Daily Grind: How low do system requirements need to be?

    by 
    Samuel Axon
    Samuel Axon
    10.11.2008

    The World of Warcraft: Wrath of the Lich King system requirements were announced earlier this week, and they weren't really much higher than those of The Burning Crusade. WoW's impossibly low system requirements have always been part of its recipe for success -- a recipe past and present competitors would do well to learn. But on the other hand, part of the PC gaming culture is the constant race to new graphical frontiers. Many hardcore gamers upgrade their PCs every year or so to keep up with the latest advancements. Sure, they're the minority -- but they're the base for almost any 3D PC game. How would you describe the optimal balance? Should MMO developers err on the side of accessibility, or graphical showmanship? How high is too high when it comes to system requirements, and how low do games need to reach to make sure they're accessible enough to the masses?

  • How to play WoW with a joystick

    by 
    Natalie Mootz
    Natalie Mootz
    10.08.2008

    var digg_url = 'http://digg.com/pc_games/How_to_play_WoW_with_a_joystick_WOW_Insider'; Reader Aaron Stacey wrote to tell us about a simple new script he's developed that allows him to play WoW more fluidly, despite having little fine dexterity control in his right hand. Since a spinal cord injury, he is only able to grasp and release his hand. Prior to developing this script, Aaron used to play only with his left hand using "an abundance of key binds and keyboard/mouse switching." He was restricted to caster classes because of the difficulty in moving and attacking at the same time.Inspired by our Wii remote post and our treadmill post, Aaron came up with an ingenious idea that he hopes will help others with similar disabilities. The key is GlovePie, a piece of Windows freeware (donations welcome) originally written for virtual reality gloves, which allows you to play any game using any type of controller you like. GlovePie's website lists controllers like joysticks, gamepads, mice, keyboards, and Wiimotes, among a host of other hardware.Find out how to do it yourself after the break.

  • "Second Life is my wheelchair"

    by 
    Tateru Nino
    Tateru Nino
    09.21.2008

    That's the money-quote from Seshat Czeret in Feldspar Epstein's piece on disability and accessibility at The Metaverse Journal this week. Really, those five words condense thousands of written words on the empowering properties of a collaborative virtual environment, and not just for the differently-abled, but for the regularly able as well. It is interesting to note that those with physical limitations and disablements tend to view their own physical bodies as a physical, fleshy avatar far more frequently than those who have no such impairment. To the physically handicapped, the body may not function as it ought, but their minds and persons are as whole and complete as any. Many view their bodies as simply a malfunctioning vehicle, and their step into online avatars in a 3D environment is as slight a transition as getting into a car and driving. To many such physically impaired users, the body is no more nor less a tool than an online avatar, and the latter (despite lag, occasional inventory loss, network problems and all the other hurly-burly of a virtual environment) is the more reliable, expressive and liberating, allowing more ability to contribute, work, play and socialize. Why then, do the able-bodied among us tend to see so much more distinction between our bodies in the physical world and our digital representations? Is that distinction merely an artificial one, a handicap brought about by our able-bodied perspective? Are you a part of the most widely-known collaborative virtual environment or keeping a close eye on it? Massively's Second Life coverage keeps you in the loop.

  • New nanos to get spoken menus

    by 
    Mat Lu
    Mat Lu
    09.10.2008

    One of the interesting minor details on the iPod nanos released today is the inclusion of some new accessibility features. There's even an Accessibility section on the spec page, which notes the addition of spoken menus and an alternative larger font. The spoken menus "allow listeners to hear many of the names of menus, song titles, and artists without viewing the screen." While this is clearly a boon to those with some visual disabilities I suspect it could also be handy to other folks as well, since it will presumably allow changing song, playlists, etc. without looking at the screen, which would be really nice while driving. According to Infinite Loop a nano with this feature turned on will even inherit your Mac's VoiceOver voice. Unfortunately, it's not clear if other iPods or the iPhone will also gain this feature at some point.

  • Blizzard and the hidden population of disabled players

    by 
    Mike Schramm
    Mike Schramm
    09.05.2008

    A Dwarf Priest has a nice long post up about the relationship between Blizzard and one of the more hidden (and yet surprisingly large) groups within their population: disabled gamers. It's no secret to anyone who's played WoW for a while that a lot of disabled gamers have found a lot of solace in a social game where you can be almost completely anonymous and play a character at whatever pace you want to play. Even if you go with the lowest of estimations, there are about 525,000 people playing the game with some kind of disability in real life. That's a much bigger number than I expected, and it's a significant number of people paying Blizzard every month.Fortunately, Dwarf Priest found that accessibility is relatively good in Blizzard's game -- most of the work is actually done with third-party addons, but the UI and display is so customizable that even with the default interface, many people without a full range of controls or movement can figure out how to play the game. For their part, Blizzard has agreed that a customizable UI is the best way to make a game accessible -- J. Allen Brack says that's a priority in this interview with Able Gamers.Dwarf Priest has lots more, including a quick comparison with accessibility in Warhammer Online, and even a weird wrinkle in the Glider lawsuit (the botting program's creators are apparently claiming it helps disabled players play their characters). It's a very well-written post about a subject that doesn't get covered much, and there's lots of extra reading to dig into at the bottom as well.

  • Control WoW with your eyes

    by 
    Eliah Hecht
    Eliah Hecht
    05.06.2008

    Adding one to the list of things I've never thought of that are actually pretty cool, scientists at De Montfort University in the UK have developed a way to control WoW with your eyes. The system uses existing LED eye-tracking devices, and essentially the cursor just goes where you look. Looking offscreen in various directions can trigger different modes (for combat or travel, for instance). The intention behind this project is to help people with disabilities that prevent them from using traditional input devices. So far, judging by the video, the interface is not up to par with clicking or key-pressing, but I think it does have potential for situations where it's required. The research team hopes to begin trials next year.[via Wonderland]

  • Player vs. Everything: Choking on graphics

    by 
    Cameron Sorden
    Cameron Sorden
    05.02.2008

    I managed to get my hands on an Age of Conan beta key this morning, so off I went to excitedly download the client. I'm a big fan of Robert E. Howard's original pulps, and I've been looking forward to the grim and gritty world of Hyboria for a while now. Most of what I've read about it so far has been very positive (with a few notable exceptions due to some of the design choices). Our own write-up of the overall beta experience from Michael Zenke was very encouraging with regard to the combat, gameplay, and feel of the world. Overall, it seems like there's a lot to be excited about. There's just one glaring issue that everyone seems to be having: the graphics are choking their machines. This isn't a new phenomenon. It seems like every new game on the market in the last few years wants to beat our poor, 1-3 year old computers into lifeless heaps of rubbish with their outlandish and ridiculous system requirements. Even World of Warcraft, a game celebrated for its accessibility and ability to be run on older machines, wasn't that way at launch (though it was substantially better than its major competitors at the time, EverQuest 2 and City of Heroes). However, this strategy of supercharged visuals has made things hard for a number of games. Vanguard in particular suffered a lot of criticism for having ridiculous system requirements when it launched, and that's just one example. Given that people would like to actually be able to play these games, why on earth do game designers insist on shoving next-gen graphics down our throats when the vast majority of us have last-gen machines (or worse)?

  • Johnny Lee: Wii remote experimentation a happy accident

    by 
    Alisha Karabinus
    Alisha Karabinus
    04.30.2008

    NWF: At the TED conference, you talked about the accessibility of the Wii and the projects you're working on, like the interactive whiteboard, the demonstration of head tracking, etc., and how that accessibility motivates you. What do you think this means for other people doing similar research, either formal or informal? Because it's so accessible, will we see similar projects? JL: I don't know. I guess if you consider the work I've done to be somewhat either motivational or inspirational, then sure. I think that would be great, to see more work like that. In general, I think there's always been room for the type of motivation that I've presented, coming up with really cheap solutions that may not necessarily provide 100% of the capabilities of some of the higher end options, but are good enough for a wider population, and as a result, it becomes attractive technology not because it's the best, but because it's the most accessible. And actually, it's probably less novel of an idea than some people might think. I've been reading a book called The Innovator's Dilemma by Clayton Christensen, and he introduced the concept of a disruptive technology, and for the most part, his definition of a disruptive technology sort of fits that description of a technology which may not necessarily provide the most outstanding performance but does have a much different price point and as a result becomes much more attractive. His book wasn't necessarily my inspiration, but I guess you could say I came to the same sort of conclusion on my own. It's been a motivator in my work, and if it's a motivator in other peoples' work, that would be great, but I don't necessarily see a reason why it would become more or less popular than it was before. NWF: Most of the other projects that we've seen that involve the Wii remote are just using it to play other games. Why do you think so many armchair developers and researchers are focusing on that aspect?JL: It's easy and obvious. I think it's sort of the most straightforward thing to do. If you have a controller that you can talk to, what else can you control? This input device has, for example, an accelerometer and an accelerometer is very good at detecting tilt, so you make something that needs tilt control, like a video game. I've also seen some projects which use it to detect the orientation of a screen, and they have a virtual ball that moves around. If it's good for detecting orientation when you rotate it, then people will start out by coming up with orientation-based ideas. It's sort of the first degree idea, and it's going to be the one people do first simply because it's the easiest. NWF: One of the other things you talked about at the TED conference was that people in schools were already using some of your ideas, like the interactive whiteboard. Do you think that any of these projects will suffer any sort of stigma when it comes to schools because they're affiliated with gaming? At its base, this is technology associated with gaming, because that's what you're using. JL: That's an interesting question; I haven't encountered that one before. My guess is that, if the technology provides an economically attractive solution, that bottom line will overcome the association with the gaming industry. In some circles, gaming technology is becoming so sophisticated that it's earning respect in more general technological appreciation circles, and people are taking games more seriously -- especially with this generation of kids who are growing up with video games and technology. Some educators would find the ability to somehow turn a gaming technology into an educational product very appealing, because you can maybe appeal to the children a little bit more. I think that, if there's an institution which says "we're not going to look at the Wii remote because it's a gaming technology," they're a little bit short-sighted, and they'll be in the minority in the coming years. NWF: I certainly agree with that! But on that same line of thought, do you think that a gaming console can help change the way society interacts with computers? JL: Yes! I think it's done so already. If you think about computing in general, it includes a wide variety of technology. Usually, when people say computers, they're thinking of something with a keyboard and a mouse, and maybe a web browser and a word processor on it. Computers include your phone, your microwave, and most living room devices like DVD players and stereos. I would argue that the video game console is in fact a computer, and in the circles that I run in, that's a relatively non-controversial concept. But the kind of activities people think about doing with a gaming console currently are limited to playing video games, and as a result, if it's not productive, people don't think it's really a useful computer. But in fact, the console is becoming a very, very powerful computing platform, and so for example, things like surfing the web become much more plausible in a console format, as does accessing on-demand video, as well as more sophisticated things like programming your digital video recorder. If you just think of this as a general computing platform, it's a channel into a wide variety of computing tasks. They may not have word processing, but it's no less computing for that. I think the game console tends to evolve a lot faster than the desktop computer, where people are really attached to the keyboard and mouse, and it's really hard to pitch a new input system that may not... well, the keyboard and mouse is so efficient that a new input system has to compete with that efficiency and cost, and thus it's always very difficult to work in that space. But in the gaming space, you can experiment with lots of different input technologies. NWF: There's so much convergence now with the gaming consoles -- they're doing so many things, like media centers, and those traditional computing functions -- and you can do so much beyond just playing games. Do you think that's connected to the kind of experimentation people are doing with the Wii remote and other consoles? Do you think that the one follows the other? Would people have thought of these things if gaming consoles weren't expanding the way that they are? JL: To some degree, I think the experimentation with the Wii remote is independent of the integration aspect of the platforms, largely because the integration of the all-in-one living room device is a corporate agenda, and the operating systems that allow the consoles to do that is not open. Sony, Microsoft, and Nintendo all control that. The experimentation with the Wii remote, on the other hand, I think was an accident. Mostly because Nintendo did not necessarily intend to support open experimentation with the controller, and as a result ... I think everything done with the Wii remote was completely unintentional on Nintendo's part, and the fact that they did nothing to stop people has allowed a lot of exploration. The integration of the consoles and the experimentation with user interfaces with the Wii remote are somewhat independent of each other, though they deal with the same commercial domain of video game technology. < 1 2 3 4 >

  • Player vs. Everything: Gaming with a disability

    by 
    Cameron Sorden
    Cameron Sorden
    04.28.2008

    Stephanie Walker was a gamer who had never expected to have to deal with a disability. She was 23 at the onset of her condition, a college student who also worked a full-time job. She liked to spend the little free time she had unwinding online. Initially resistant to the idea of playing EverQuest, Stephanie quickly discovered that slaying virtual orcs and bandits while joking around in party chat was surprisingly fun. It was a great way to keep in touch with long-distance friends and burn some stress after a long day. She didn't have a lot of time to play, but she was good at it when she did. While working at her job one day, Stephanie noticed that her right hand and leg had fallen asleep. When she tried to get up to walk the sensation off, she realized that something was seriously wrong -- the entire right side of her body had just stopped working. Stephanie was rushed to the hospital, and the diagnosis was confirmed the following morning: she had multiple sclerosis, and she would have to deal with it for the rest of her life. Overnight, everything changed. She went from being someone who spent 20 hours per day away from home to someone who really never left. Moving around within her house required an enormous effort on her part. Even feeding herself had become a challenge. The little things, like not being able to get online and chat with her friends (something she really enjoyed) just made her situation that much more painful.

  • Find out why WoW conquered the world

    by 
    Samuel Axon
    Samuel Axon
    03.31.2008

    Gamasutra has published an article titled "Why World of Warcraft Made It Big." The article was written by Michael Zenke, a member of the family here at Massively! Zenke argues that there's no one reason WoW was the game to explode into the mainstream in Western markets, instead of EverQuest II or City of Heroes. Accessibility, low system specs, polish, storytelling, fun factor, and yes, timing -- all of these had something to do with it. He also suggests that in the wake of The Burning Crusade, WoW is as strong today as it's ever been.So, this begs the question -- and this is not one that's addressed in the post -- is there a game coming that will leave WoW in the dust just as WoW surpassed EverQuest? Or will Blizzard reign as kings throughout the foreseeable future? Maybe we'll see an industry like the one Corey Bridges of Multiverse described -- a place where democratization of the MMO development process creates hundreds or thousands of successful, user-generated experiences? As curious as we are, we're smart enough not to make blind predictions. So let's see what happens this year with the big releases like Age of Conan and Warhammer Online, as well as the democratizing experiments like MetaPlace.

  • Apple updates Braille support in Leopard

    by 
    Cory Bohon
    Cory Bohon
    02.05.2008

    Today, Apple released the Braille Display Update 1.0 for VoiceOver in Leopard. VoiceOver, part of the Universal Access family of accessibility tech, allows blind or visually impaired users to hear what's on the screen. Via the new update, when you connect a compatible Braille display, "VoiceOver automatically detects it and sends it information about what is displayed on the screen." This update adds new support for certain Braille displays, including the HandyTech Braille Star 8, GW Micro BrailleSense, and more.This update is available for users of Mac OS X Leopard by using Software Update (Apple menu > Software Update) or by downloading the installer package from the Apple support downloads site. If you're currently using a Braille screenreader under Leopard -- or you were waiting for support for your screenreader via this update -- drop us a comment to let us know if the update makes a difference for you.

  • TankChair gets updated, goes where no wheelchair has gone before

    by 
    Christopher Grant
    Christopher Grant
    01.10.2008

    This extremely extreme wheelchair mixes two very distinct, yet not disharmonious, aesthetics: tank treads and, what appears to be, the most comfortable seating apparatus modern science can come up with. This isn't the first TankChair – that one came out in 2006 – but the newer TankChair has made some notable improvements, including a lower center of gravity, more torque, a stronger chassis, and the aforementioned comfy seat. We're not sure about the cost or availability but, for the right person, we can imagine the new TankChair being a godsend for the rural handicapped. [Via Crave]

  • AT&T offering pricey apps for blind and low-vision customers

    by 
    Chris Ziegler
    Chris Ziegler
    12.21.2007

    The largest carrier in the US (that's AT&T now, not Verizon, remember?) is offering a pair of applications from developer Code Factory to help out folks with limited vision in the use of their handsets. Of course, dialing numbers is one thing, and that all can probably be accomplished without the assistance of accessibility software in most cases -- but Code Factory aims to bring full smartphone functionality to the table with its Mobile Speak and Mobile Magnifier packages. The functions of both can pretty much deduced by their names, but the real story here might be the fact that they're being made available through AT&T for both Windows Mobile and S60-based devices; specifically, AT&T's Nokia N75 and E62, Cingular 3125, Samsung BlackJack, and Pantech Duo are currently supported. We're a little shocked at the pricing -- a stiff $89 per app -- but at least they're good enough to offer a 30 day trial.

  • Jumpgate Evolution producer sets vision for accessibility

    by 
    Samuel Axon
    Samuel Axon
    12.05.2007

    Accessibility is a big buzz word in the MMO industry right now. After some hardcore titles failed to gain traction, a lot of people are thinking that spending millions of extra dollars to make cutting edge games that only 5% of gamers can or will pay doesn't make a lot of sense.Among those people is NetDevil's Hermann Peterscheck, Producer of Jumpgate Evolution. He recently wrote up a dev journal post at MMORPG about accessibility. First he talks about making games that are, to quote Einstein, "as simple as possible, but not any simpler." Then he talks about hardware requirements as a barrier to entry.Looks like NetDevil plans to be conservative on both counts so as to reach a broad market. But that doesn't necessarily mean Jumpgate Evolution will be shallow. Peterscheck uses Chess as an example of a game that takes 20 minutes to learn but potentially a lifetime to master.

  • Apple sued for alleged violation of accessibility laws at retail store

    by 
    Donald Melanson
    Donald Melanson
    08.30.2007

    It looks like Apple's facing a lawsuit of a different sort than the ones it's used to, with two California women now suing the company over alleged violations of accessibility laws at its flagship retail store in San Francisco. According to AppleInsider, the pair say the store poses a whole range of difficulties for people in wheelchairs, with products out of reach and the Genius Bar in particular all but inaccessible. They also say the store's presentation theater has no wheelchair accessible seating areas or passageways, making it impossible for them to attend instructional workshops. While the two women are seeking a jury trial and compensation for "emotional and physical losses," they apparently aren't giving up on the store entirely, saying they "intend to return and patronize this Store, once legally required access has been provided." [Thanks, Mark]

  • Apple patent reveals data-to-voice translation system for cellphones

    by 
    Nilay Patel
    Nilay Patel
    07.28.2007

    Apart from Steve's not-so-subtle hatred of buttons, Apple has traditionally been a fairly accessibility-aware company, and its latest patent application, for the "Multimedia data transfer for a personal communication device," outlines a method by which the visually-impaired can use services like SMS. The system eliminates the need for backend servers and data transfers by having the transmitting device first read the text and then send it over a voice channel to the receiver. The application also details an extension of the system where received voice transmissions are forwarded to a mail server and stored for later retrieval -- kind of like reverse voicemail. As always, Apple's pretty vague about how we might see this patent applied, but that doesn't make trying to read the patent tea leaves any less entertaining.[Thanks, Brian][Via MacNN]