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Evaluation of semi-automatically generated accessible interfaces for educational games

机译:评估教育游戏的半自动生成的可访问界面

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The increasing body of evidence supporting the use of videogames in educational settings (usually referred to as serious games) is pushing their deployment across different areas of the educational system. However, this increased adoption also raises serious ethical issues: videogames are one of the least accessible forms of multimedia, and if education is to embrace serious games, there is an imperative need for universal accessibility in serious games to prevent a digital divide. However, producing accessible games is expensive and effort consuming, and serious games development already fare with limited budgets. In this work we explore the potential impact of the (semi-) automatic adaptation of game interfaces as a way to facilitate accessible game development (and thus trim the cost down). We propose a game interface model optimized for point-and-click adventure games, a popular genre among serious games that we have used to perform different semi-automatic adaptations in a game. We have tested the resulting adapted game with end users with specific disability profiles. Our tests discovered that the automatic adaptations produced usable games that retained part of their attractive, although different usability issues had a negative impact on the user experience. We also discuss the origins of such limitations and propose possible remediation actions, as well as a refined interface model.
机译:越来越多的证据支持在教育环境中使用视频游戏(通常称为严肃游戏),这推动了它们在教育系统不同领域的部署。但是,越来越多的采用也引起了严重的伦理问题:电子游戏是多媒体访问性最差的形式之一,并且如果教育要包含严肃的游戏,则迫切需要在严肃的游戏中实现普遍可访问性,以防止数字鸿沟。但是,制作可访问的游戏昂贵且费力,并且已经开始在有限的预算下进行认真的游戏开发。在这项工作中,我们探讨了游戏界面(半)自动适应的潜在影响,以此作为促进可访问游戏开发(从而降低成本)的一种方式。我们提出了一种针对点击冒险游戏进行了优化的游戏界面模型,这是严肃游戏中的一种流行类型,我们曾在游戏中执行过不同的半自动改编。我们已经针对具有特定残疾特征的最终用户测试了最终的改编游戏。我们的测试发现,尽管不同的可用性问题对用户体验产生了负面影响,但自动改编产生的可用游戏保留了部分吸引力。我们还将讨论此类限制的根源,并提出可能的补救措施,以及完善的界面模型。

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