Research Article
Accessible Gaming through Mainstreaming Kinetic Controller
@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
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.