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Multimodality by electronic games as assistive technology for visual disabilities

机译:电子游戏作为视觉障碍的辅助技术,多模

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With increasingly attention to the digital gaming industry in entertainment, games have become more graphical, solidifying the visual modality. In this reality, visually impaired people have little participation in the market and lose all the culture involved in this industry. Across the planet 246 million people have low vision and 39 million are blind. In Brazil there are 6 million people with low vision and 582,000 blind, almost all excluded from digital gaming. Analyzing gaming market for the blind and the adaptations of titles seeking their inclusion, this research aims to propose from the perspective of Information Science, the initial studies in order to help accessibility studies for the visually impaired using electronic games, treated as Assistive Technology with concepts of Multimodality. It intends to be a new approach for a theoretical work by analyzing accessibility guidelines for visually impaired people, which can serve as steps for interpreting these public demands in digital games development, aimed at the greater inclusion of them. This is still a theoretical work with a suggestion that there is a market for games developed for the visually impaired. Its conclusion is there is a lack of concern by developers to deploy best items in this area and there is a lack of opportunity by Brazilian government to promote such research and development. Researches made by organizations were observed and used as a basis for checking possibility of a better inclusion of the visually impaired.
机译:随着对娱乐中的数字游戏行业越来越关注,游戏已经变得更加图形,巩固了视觉模型。在这一现实中,视障人士几乎没有参与市场,并失去了这一行业的所有文化。在整个地球上,2.46亿人有低视力,3900万是盲目的。在巴西,有600万人的愿景低,582,000人盲目,几乎都被排除在数字游戏之外。本研究旨在从信息科学的角度来看,分析盲目的盲目和冠军的调整,初步研究,以帮助您使用电子游戏视力障碍的可访问性研究,视为智能技术的概念多层性。它旨在通过分析视障人士的可访问性指南,成为理论工作的新方法,该方法可以作为解释这些在数字游戏开发中的这些公众需求的步骤,旨在更加容纳他们。这仍然是一个理论上的工作,提出了在视障人士开发的游戏市场。其结论是开发人员缺乏令人担忧的是,开发人员在这一领域部署最好的物品,巴西政府缺乏机会,以促进此类研究和发展。观察组织的研究并用作检查可能更好地列入视力障碍的可能性的基础。

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