Intelligent Technologies for Interactive Entertainment. Third International Conference, INTETAIN 2009, Amsterdam, The Netherlands, June 22-24, 2009. Proceedings

Research Article

Accessible Gaming through Mainstreaming Kinetic Controller

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  • @INPROCEEDINGS{10.1007/978-3-642-02315-6_7,
        author={Yolanda Garrido and \^{A}lvaro Marco and Joaqu\^{\i}n Segura and Teresa Blanco and Roberto Casas},
        title={Accessible Gaming through Mainstreaming Kinetic Controller},
        proceedings={Intelligent Technologies for Interactive Entertainment. Third International Conference, INTETAIN 2009, Amsterdam, The Netherlands, June 22-24, 2009. Proceedings},
        proceedings_a={INTETAIN},
        year={2012},
        month={5},
        keywords={user interface people with disabilities accessibility games kinetic controllers design for all},
        doi={10.1007/978-3-642-02315-6_7}
    }
    
  • Yolanda Garrido
    Álvaro Marco
    Joaquín Segura
    Teresa Blanco
    Roberto Casas
    Year: 2012
    Accessible Gaming through Mainstreaming Kinetic Controller
    INTETAIN
    Springer
    DOI: 10.1007/978-3-642-02315-6_7
Yolanda Garrido1,*, Álvaro Marco1,*, Joaquín Segura1,*, Teresa Blanco1,*, Roberto Casas1,*
  • 1: University of Zaragoza
*Contact email: ygarrido@unizar.es, amarco@unizar.es, jsegura@unizar.es, teresa.blanco@unizar.es, rcasas@unizar.es

Abstract

Leisure is a very important aspect in our everyday life; and gaming is one of the main ways to it. Depending on the particular situation of each person, the way of playing could be very different. Motivation, preferences, skills, knowledge are some of the factors that influences this experience. When the person has a disability, additional agents come to scene such as cognitive level and mobility. Besides the design of the game, these factors clearly affect how the person interacts with the game; its user interface. In this paper we present a tool that allows people with disabilities to play games with a normalized user interface. This tool a) manages several wireless kinetic remote controllers, e.g. the Wiimotes; b) can be configured to capture any voluntary movements users could do and c) convert them into the specific inputs required by existing adapted games. As a result, users with disabilities can experience and enjoy games that were previously inaccessible to them.