Post on 19-Aug-2014
description
XIV Simposio Internacional de Informática Educativa (SIIE 2012)
Eyes-free Interfaces for Educational Games
Pablo Moreno-Ger(pablom@fdi.ucm.es)
Andorra, 31/10/2012
About me
Pablo Moreno-Ger E-mail: pablom@fdi.ucm.es http://www.e-ucm.es/people/
publications Universidad Complutense de
Madrid E-Learning Research group Specialized in Serious Games
(educational games)
MotivationWhy games should be accessible
Video games are becoming big!
The largest entertainment industry Best movie (24h): $92M Best videogame (24h):
$400M World of Warcraft
$180M per month
Are videogames just for kids?
Average player age 2011, Entertainment Software Association
Games are not only for leisure!
Educational Games are becoming important
Science PiratesWhyville.net
ReMission FoodForce
But… are games accessible?
In just a few seconds the player uses …
1. Stimuli reception(visual, auditive, tactile)
2. Decision making (what’s the next move?)
3. Next action is executed using input devices
But… are games accessible?
In just a few seconds the player uses …
1. Stimuli reception(visual, auditive, tactile)
2. Decision making (what’s the next move?)
3. Next action is executed using input devices
Consequence:Games are rather
inaccessible content!
Accessibility in games
Accessibility Increases the Cost, Uncertain ROI
Not fully covered. Why?
Game Developers’ Lack of Awareness
Adapted Hardware
Some Approaches
Closed captioning
Special hardware
Accessibility in games
Not fully covered. Why?
Game Developers’ Lack of Awareness
Adapted Hardware
Some Approaches
Closed captioning
Special hardware
Accessibility Increases the Cost, Uncertain ROI
Accessibility in games
Accessibility Increases the Cost, Uncertain ROI
Not fully covered. Why?
Game Developers’ Lack of Awareness
Adapted Hardware
Some Approaches
Closed captioning
Special hardware
In Education All Content Must be Accessible!
General approach and goals
General approach
AdvantagesReuse efforts (build once,
use many) Increase visibility
ApproachInclude built-in accessibility features in game
development platforms
ProblemsHigh cost of accessibility
solutionsGame Developers’ Lack of
Awareness
Challenges
Variety
Scalability
Evaluation
Cost
High-levelLow-level
VS
How to make N games accessible at once?
Is very costly! Games must be developed (expensive)Besides …engagement,
enjoyment, frustration … how do you measure that?
How much can we reduce cost and effort
needed?
Goals
Q1. Feasibility• Can game development software cope with disability
automatically?Q2. Cost reduction• How much can effort, time, cost needed can be cut
down?
Case 1
eAdventure (http://e-adventure.e-ucm.es)
Game Authoring Tool Teacher-oriented game authoring tool
No programming needed!2D Point-and-click games & simulations+150 countries+30,000 downloads10 languages
http://e-adventure-e.ucm.es
eAdventure
Introducing Accessibility in eAdventure
Reduced MobilityBlindness Low vision
Profiles
Interaction
Input
Point-and-click
Voice commands
Text commands
Output
Sound
Text-To-Speech
Descriptive sounds
Graphics
Normal mode
High Contrast
mode
Built-in accessibility modules
1492
UsersBlindnessReduced
mobilityDocumentary RTVE “El
Mundo se mueve conmigo” (Chapter 6)
My first day at work
Preliminary evaluation My first day at work - Usability
• 15 users, 10 with disability profile, 60” game play• Likert 1 to 4 questionnaire•
Preliminary evaluation My first day at work – Extra cost
Example: High contrast mode Total: 647 art resources To implement high contrast mode: 53 more Increase of only 7.57%
Case 2
Hypothesis: Not all blind people prefer the same Game interfaces
Experiment
Variable: Gaming habits3 interfaces 3 short games1 user w/ gaming habits, other w/o
I#1: Cyclical navigation system
Similar to web navigation
The easiest, almost trivial
I#2: Sonar
I#3: Natural Language Processing
Short commands formulated in natural language
E.g.: Grab BallClimb the treeDescribe the sceneGo to …
Results
Both users were able to complete the three minigames in about 15 minutes
Cyclical navigation system is the easiest to use
Sonar is the most fun interface
Best overall interface Natural language commands for
user with little gaming habits Sonar for the user with more
gaming habits
Interface Usability Engagement Additional Cost
Navigation (1) Sonar (2) Commands (3)
Case 3
BFG Toolkit (http://en.blind-faith-games.e-ucm.es/)
Low-level game engine for Android One disability profile: blind users 3 Games developed for evaluation In collaboration with 2 undergraduate students
Ongoing evaluation (online)
509 downloads 1281 downloads320 downloads
• Online evaluation (lack of access to end users)• Likert 1 to 5 questionnaire• 26 respondents so far
• 12 blind• 24 no disability
http://goo.gl/gZiMM
Results are encouraging
Q5 Q6 Q7 Q8 Q9 Q10 Q110%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
5 (very positive)4 (positive)3 (neutral)2 (negative)1 (very negative)
3,00 3,40 3,10 3,40 3,40 3,30 3,60AVG
Conclusions
Wrapping up
Conclusion• Can game development software cope with disability
automatically? => Seems so• How much can effort, time, cost needed can be cut down? =>
Considerable reductionFuture work• More games (cost, usability), more profiles!• Put eAdventure accessibility modules into production• Tackle game design barriers => Game inspection tools
Evaluation Tool 1Evaluation Tool 2
Evaluation Tool N
…
Game definition
(storyboard, Game universe)
Art Resources
EvaluationReport
Thank you! Any questions?
Thanks to …