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Towards generalized accessibility of video games for the visually impaired.

机译:面向视力障碍者的电子游戏的普遍可及性。

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摘要

Over the last three decades, video games have evolved from an obscure pastime to a force of change that is transforming the way people perceive, learn about, and interact with the world around them. Video games are not only a popular form of entertainment, but are increasingly being used for other purposes, such as education and health, as well. Despite this increased interest, a significant number of people encounter barriers when playing games, due to a disability.;This dissertation, and our identification of a generalized game interaction model, helps provide an understanding of how video games can be designed and modified to improve their accessibility features. An estimated 11% of U.S. population are discovered to play video games with sub-optimal gaming experience because of a disability. A large number of existing, accessible games have been studied and analyzed to provide insights and understanding as to the importance of encouraging universal access in this field. Though our survey work covered several types of disabilities, the bulk of this dissertation focuses on improving accessibility for the visually impaired. Specific design strategies are illustrated and proven by the development and evaluation of actual blind-accessible games.;Case studies are presented for each of the three games we developed during the research period. We developed the first mainstream game using haptic feedback. The first screen-reader-accessible virtual world interface is built to explore more strategies for developing blind-accessible games. A third game, developed for sighted users, demonstrates that data collected during gameplay can be used for other purposes including improving accessibility in another game (Second Life). Furthermore, user studies were conducted that focus on the enjoyment, educational, and social interaction aspects of these games while evaluating their ease of access.
机译:在过去的三十年中,视频游戏已经从一种默默无闻的消遣演变为一种变革力量,这种变革正在改变人们对周围世界的感知,学习和互动方式。电子游戏不仅是一种流行的娱乐形式,而且也越来越多地用于其他目的,例如教育和健康。尽管人们的兴趣有所增加,但是由于残障,仍有相当多的人在玩游戏时遇到障碍。本论文以及我们对通用游戏交互模型的识别,有助于使人们了解如何设计和修改视频游戏以改善游戏体验。他们的辅助功能。据发现,由于残障,估计有11%的美国人口在玩视频游戏时游戏体验欠佳。已经对大量现有的可访问游戏进行了研究和分析,以提供洞见和理解,以鼓励在该领域普及访问。尽管我们的调查工作涵盖了几种类型的残疾,但本论文的大部分重点在于改善视障人士的可及性。通过开发和评估实际的盲人游戏来说明和证明特定的设计策略。在研究期间,我们针对三个游戏中的每一个进行了案例研究。我们使用触觉反馈开发了第一款主流游戏。建立了第一个屏幕阅读器可访问的虚拟世界界面,以探索开发盲人可访问游戏的更多策略。为有视力的用户开发的第三款游戏演示了在玩游戏期间收集的数据可用于其他目的,包括改善另一款游戏的可访问性(第二人生)。此外,进行了用户研究,侧重于这些游戏的娱乐,教育和社交互动方面,同时评估了其易用性。

著录项

  • 作者

    Yuan, Bei.;

  • 作者单位

    University of Nevada, Reno.;

  • 授予单位 University of Nevada, Reno.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2009
  • 页码 124 p.
  • 总页数 124
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 自动化技术、计算机技术;
  • 关键词

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