[go: up one dir, main page]

Yuan et al., 2008 - Google Patents

Blind hero: enabling guitar hero for the visually impaired

Yuan et al., 2008

View PDF
Document ID
13197190877953110221
Author
Yuan B
Folmer E
Publication year
Publication venue
Proceedings of the 10th international ACM SIGACCESS conference on Computers and accessibility

External Links

Snippet

Very few video games have been designed or adapted to allow people with vision impairment to play. Music/rhythm games however are particularly suitable for such people as they are perfectly capable of perceiving audio signals. Guitar Hero is a popular rhythm …
Continue reading at www.researchgate.net (PDF) (other versions)

Classifications

    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B5/00Electrically-operated educational appliances
    • G09B5/06Electrically-operated educational appliances with both visual and audible presentation of the material to be studied
    • G09B5/065Combinations of audio and video presentations, e.g. videotapes, videodiscs, television systems
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B19/00Teaching not covered by other main groups of this subclass
    • G09B19/003Repetitive work cycles; Sequence of movements
    • G09B19/0038Sports
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B23/00Models for scientific, medical, or mathematical purposes, e.g. full-sized devices for demonstration purposes
    • G09B23/28Models for scientific, medical, or mathematical purposes, e.g. full-sized devices for demonstration purposes for medicine
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1062Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel
    • GPHYSICS
    • G06COMPUTING; CALCULATING; COUNTING
    • G06FELECTRICAL DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/016Input arrangements with force or tactile feedback as computer generated output to the user
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B9/00Simulators for teaching or training purposes
    • G09B9/02Simulators for teaching or training purposes for teaching control of vehicles or other craft
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B7/00Electrically-operated teaching apparatus or devices working with questions and answers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/02Accessories

Similar Documents

Publication Publication Date Title
Yuan et al. Blind hero: enabling guitar hero for the visually impaired
Cairns et al. Future design of accessibility in games: A design vocabulary
Morelli et al. Real-time sensory substitution to enable players who are blind to play video games using whole body gestures
Yuan et al. Game accessibility: a survey
Yamabe et al. Playful training with augmented reality games: case studies towards reality-oriented system design
Holland et al. Feeling the beat where it counts: fostering multi-limb rhythm skills with the haptic drum kit
Garcia et al. Design guidelines for audio games
Scharf et al. Tangicons: algorithmic reasoning in a collaborative game for children in kindergarten and first class
Westin et al. Advances in Game Accessibility from 2005 to 2010
Tanenbaum et al. Rock Band: a case study in the design of embodied interface experience
Sekhavat et al. Sonification and interaction design in computer games for visually impaired individuals
Cardoso Garone et al. Sensory design in games: Beyond visual-based experiences
Ibáñez et al. Computer entertainment technologies for the visually impaired: an overview
Baker et al. Game design for visually-impaired individuals: Creativity and innovation theories and sensory substitution devices influence on virtual and physical navigation skills
Faust et al. Haptic feedback in pervasive games
Seibert An exploratory study on virtual reality head mounted displays and their impact on player presence
Tan et al. Research status and trends of the gamification design for visually impaired people in virtual reality
Alvarez et al. From screens to devices and tangible objects: a framework applied to serious games characterization
Chakraborty How Does Inaccessible Gaming Lead to Social Exclusion?
Sánchez et al. Science learning in blind children through audio-based games
Ong et al. The Fight is the dance: Modding Chinese martial arts and culture into beat saber
Hodges The Effects of Haptics on Rhythm Dance Game Performance and Enjoyment
Jewel et al. Using virtual reality to create an inclusive virtual drumming environment
Mason Seeing With Sound: Creating Audio Only Games
Prazaru et al. Overview on visually impaired gamers and game accessibility