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    Archived pages: 45 . Archive date: 2013-04.

  • Title: ICS - HCI: UA-Games
    Descriptive info: .. More accessible version.. ICS.. HCI.. Lab.. UA-Games.. About.. Universally Accessible Games (UA Games) constitute a research activity of the.. Human Computer Interaction Laboratory.. of.. ICS FORTH.. In this context, we research, design and develop Universally Accessible Games and we create and test new related concepts, interaction techniques, methods and software tools.. What are UA-Games?.. The concept of UA-Games has been proposed as a means to overcome the limitations of previous approaches to game accessibility, and as an effective technical approach to achieve game accessibility coupled with high interaction quality, also putting forward the objective of creating games that are concurrently accessible to people with diverse abilities.. UA-Games are interactive computer games that:.. Follow the principles of Design for All, being proactively designed to optimally fit and dynamically adapt to different individual gamer characteristics without the need of further adjustments via additional developments.. Can be concurrently played among people with different abilities, ideally also while sharing the same computer.. May be played on various hardware and software platforms, and within alternative environments of use, utilizing the currently available devices, while appropriately interoperating with assistive technology add-ons.. In other words, a universally accessible game is a game that can adapt its interface and content to best serve the requirements of a specific gamer under specific gaming conditions.. Imagine having a palette comprising all of the game elements and their attributes that you can use in order to render a fully customized, personalized, version of the game for each distinct player (see Figure 1)..  ...   a more inclusive (and fun!) Information Society.. Creating UA-Games may not be a trivial task, but it certainly is a manageable task.. It requires handling and understanding a very large design space, comprising diverse users, operating in several different contexts of use, which may not all be known at design time, and also mapping and transforming all related requirements and (dis)abilities to coherent, usable and accessible interaction designs.. Key results.. A design method:.. Unified Design for UA-Games.. The systematic design approach that we have followed in order to create our UA-Games.. This method reflects a process-oriented discipline emphasizing abstract task definition with incremental polymorphic physical specialization.. A novel concept:.. Parallel Game Universes.. This theory aims to provide a way for creating multiplayer games where people with diverse abilities can play cooperatively, or against each other, while at the same time experiencing the game in an optimally adapted way.. Four games that have a two-fold role, acting both as proofs of concept and as case studies.. UA Chess.. : a universally accessible web based chess.. Access Invaders.. : a universally accessible multiplayer and multiplatform version of Space Invaders.. Game Over!.. : the world's first universally inaccessible game, meant to be used as a game accessibility educational tool.. Terrestrial Invaders.. : a UA-Game packed with numerous accessibility features that was developed in order to be able to create Game Over!.. About UA-Games.. |.. Background.. Publications.. Games.. Links.. Contact Info.. Site Map.. Search.. Help.. | Greek |.. English.. Last revision date:.. by.. webmaster@ics.. forth.. gr.. URL:..

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  • Title: ICS - HCI: Background > Computer Accessibility
    Descriptive info: Computer Accessibility.. People with disabilities.. Disabilities affecting computer accessibility.. Computer Accessibility Strategies.. Design for All and Universal Access.. Computer accessibility is traditionally associated with access to interactive computer-based systems by people with physical, sensory or mental disabilities.. However, there are several other user categories that confront substantial barries that may prevent them form access to, and use of, such systems, such as:.. Elderly people, since aging very often results in limitations in vision, hearing, memory, of motor functions.. People with situational disabilities, due to the environment they operate in.. For example, a person in a very noisy environment is situationally deaf, someone using a very small screen has  ...   / slow computer, a person connected to the Internet through the phone, someone using a.. PDA.. But, although there are several different user categories and possible contexts of use, alternative combinations of them may share many similarities and requirements.. For example, a deaf person, someone working in a noisy environment, and a person using a computer that has no speakers attached have a hearing disability , while a blind person, someone using a text-only browser and a person using a screen directly under bright sunlight have visual impairments.. So, most of the time, when designing for accessibility, a single solution is likely to accommodate multiple problems and situations..

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  • Title: ICS - HCI: Publications & Lectures
    Descriptive info: Publications & Lectures.. A.. 10 publications.. 1.. Grammenos, D.. , Savidis, A.. , and Stephanidis, C.. (2009).. Designing universally accessible games.. Comput.. Entertain.. 7, 1 (Feb.. 2009), 1-29.. http://doi.. acm.. org/10.. 1145/1486508.. 1486516.. 2.. 2008.. Game over: learning by dying.. In Proceeding of the Twenty-Sixth Annual SIGCHI Conference on Human Factors in Computing Systems (Florence, Italy, April 05 - 10, 2008).. CHI '08.. ACM, New York, NY, 1443-1452.. 1145/1357054.. 1357281.. 3.. (2007).. Unified Design of Universally Accessible Games.. In Stephanidis, C.. (Ed.. ), Universal Access in Human-Computer Interaction.. Applications and Services, Proceedings (Part III) of the 4th International Conference on Universal Access in Human-Computer Interaction (pp.. 607-616).. Berlin Heidelberg, Germany: Springer.. http://dx.. doi.. 1007/978-3-540-73283-9_67.. 4.. (2007).. Game Over.. Usability Professionals' Association User Experience Magazine: Volume 6, Issue 3, 2007.. 5.. Game Accessibility - Why Bother?.. Gamasutra Opinion article, April 24, 2007.. http://www.. gamasutra.. com/php-bin/news_index.. php?story=13650.. 6.. and Savidis, A.. (2006).. Unified Design of Universally Accessible Games (Say What?).. Gamasutra Feature article, December 7, 2006.. com/features/20061207/grammenos_01.. shtml.. 7.. The Theory of Parallel Game Universes: A Paradigm Shift in Multiplayer Gaming and Game Accessibility.. Gamasutra Feature article, August 17, 2006.. com/features/20060817/grammenos_01.. 8.. , Georgalis, Y.. , & Stephanidis, C.. Access Invaders: Developing a Universally Accessible Action Game.. In K.. Miesenberger, J.. Klaus, W.. Zagler, & A.. Karshmer (Eds.. ), Computers Helping People  ...   Barcelona, Spain [Download.. full version(206 slides) PDF format.. (15MB);.. short version (Introduction to Game Accessibility,31 slides) PDF format.. (2.. 8MB)].. , Georgalis, G.. (2008).. Game Over: Learning by Dying Creating Games That Are Universally Accessible.. Presentation at the Games For Health Pre-Conference Workshop on Game Accessibility 2008 (.. PDF version.. : 3 MB).. , (2007).. Universally Accessible Games vs.. Serious Games.. Presentation at the session entitled "Serious Accessibility for Serious Games", at the Game Developer's Conference (GDC) 2007 (.. : 1.. 5 MB).. Universally Accessible Games.. Presentation and demonstration at the session entitled "Game Accessibility Arcade (Day One)", at the Game Developer's Conference (GDC) 2007.. Presentation and demonstration at the session entitled "Game Accessibility Arcade (Day Two)", at the Game Developer's Conference (GDC) 2007.. Presentation and demonstration at the session entitled "Game Accessibility Arcade (Day Three)", at the Game Developer's Conference (GDC) 2007.. Presentation at the Games and Accessibility Panel at the ACM SIGGRAPH Video Game Symposium 2006.. (.. : 749 Kb,.. PPS version.. : 2.. 9 MB).. Presentation at the IGDA Accessibility Workshop at the "Develop in Brighton" Game Developers Conference 2006.. Universally Accessible Games: The case of motor impaired users.. Presentation at the tutorial entitled Game Not Over: Expanding the Market through Accessible Games , at the Game Developer's Conference (GDC) 2006 (.. 6 MB,.. : 4.. 2 MB)..

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  • Title: ICS - HCI: Games
    Descriptive info: In the.. Human-Computer Interaction Laboratory.. of ICS-FORTH we are designing and developing Universally Accessible Games in close cooperation with the.. Centre for Universal Access & Assistive Technologies.. At present, the following games have been developed:.. UA-Chess.. : a universally accessible multi-modal chess game, which can be played between two players, including people with disabilities (low-vision, blind and hand-motor impaired), either locally on the same computer, or remotely over the Internet.. : a  ...   world's first (and hopefully only) universally inaccessible game.. The goal of this game is to be used as an educational tool for disseminating, understanding and consolidating game accessibility guidelines.. : A UA-Game packed with numerous accessibility features that can be switched on and off, both off-line and on-the-fly.. Actually, this game was developed in order to be able to create Game Over!.. UA-Chess screenshot.. Access Invaders screenshot.. Game Over! screenshot.. Terrestrial Invaders screenshot..

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  • Title: ICS - HCI: Links > Game accessibility
    Descriptive info: Game Accessibility.. Game accessibility.. Accessibility in general.. Accessible games.. General.. International Game Developers Association (.. IGDA.. ) - Game Accessibility SIG.. igda.. org/accessibility/.. Accessible Game Developers (.. AGDev.. ) Wiki.. agdev.. org/.. The Game Accessibility project.. game-accessibility.. com/.. Articles documents.. IGDA White Paper: Accessibility in Games: Motivations and Approaches.. org/accessibility/IGDA_Accessibility_WhitePaper.. pdf.. Accessible  ...   emotion.. http://education.. guardian.. uk/elearning/story/0,10577,1112191,00.. html.. Gaming With A Disability.. 3dactionplanet.. com/features/editorials/disabledgamers/index2.. Access All Games.. totalgames.. net/pma/19712/sort000.. Playing by Ear: Creating Blind-Accessible Games.. com/resource_guide/20020520/andersen_01.. htm.. The Blind Fragging the Blind.. http://wired-vig.. wired.. com/news/games/0,2101,66879,00.. Audio Games: Fun For All? All For Fun?.. http://www2.. hku.. n;/~audiogam/ag/articles/icad2003.. Games Controllers.. abilitynet.. org.. uk/content/factsheets/pdfs/Game%20Controllers.. Accessible Gaming Pioneers.. oneswitch.. uk/2/pioneers..

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  • Title: ICS - HCI: Contact Info
    Descriptive info: For further information regarding Universally Accessible Games, please contact:.. Dimitris Grammenos.. Email:.. gramenos@ics.. Tel:.. +30-2810-391755.. Fax:.. +30-2810-391740.. Foundation for Research and Technology - Hellas (FORTH).. Institute of Computer Science (ICS).. Centre for Universal Access and Assistive Technologies.. Heraklion, Crete.. GR - 70013 Greece..

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  • Title: ICS - HCI: Background > People with disabilities
    Descriptive info: Worldwide, at least one person out of ten is disabled due to physical, mental or sensory impairments (i.. e.. , more than 500 million people worldwide), while at least one out of four is adversely affected by disability (source:.. United Nations, World Programme of Action Concerning Disabled Persons.. ).. In addition, aging very often results in limitations in vision, hearing,  ...   aged 60 years and over, a number that is estimated to double by the year 2025 and reach 2 billion by 2050 (source:.. World Health Organisation, Department of Chronic Diseases and Health Promotion.. Unsurprisingly, the number of older people playing computer games also increases.. In 2003, 41% of most frequent game players were over 35 years old (source:.. Entertainment Software Association..

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  • Title: ICS - HCI: Background > Disabilities affecting computer accessibility
    Descriptive info: There are several types of disabilities that can affect computer accessibility.. Although there is no single universally accepted classification, an indicative list of impairments includes the following:.. Visual impairments.. : blindness, low vision and color blindness.. Blind people rely on hearing and touch to use computers.. People with low vision may be able to read text and distinguish forms, objects and pictures under specific conditions (e.. , very large fonts, high contrast, particular lighting conditions) but usually also rely on other senses, such as hearing and touch.. People with color blindness have inability to discriminate differences in colors, mainly between red and green.. Motor or dexterity impairments.. : total absence of limbs or digits, paralysis, lack of fine control, instability or pain in the use of fingers, hands, wrists, or arms.. Individuals with motor impairments mainly face difficulties in using standard input devices, i.. , the keyboard and the mouse.. Hearing disabilities.. : they may range from total deafness (i.. , the person is not able to hear at all), to slight loss of hearing (the person can sense sounds and  ...   ability to understand math), to severe cases (e.. , brain damage) where the individual is unable to take care of daily living activities.. The most common types of cognitive disabilities are: mental retardation, language and learning disabilities (e.. , dyslexia), head injury and stroke, Alzheimer's disease (i.. , memory retention problems) and dementia.. Speech impairments.. : Speech impairments are quite rare and sometimes are combined with other disabilities but they do not indicate limited intelligence.. Individuals with speech impairments may have articulation problems (e.. , stuttering), be unable to speak loudly or clearly, or even to speak at all.. Obviously, they have problems in using speech recognition systems.. Depending on the severity of their case, they may use communication aids, to substitute speech.. Illeteracy.. : Illeteracy is the lack of ability to read and write in any language.. Although illeteracy is not a physical disability, it creates considerable barriers to computer accessibility and is often treated in the overall context of computer accessibility.. Age-related disabilities.. are frequently referred to as a separate category, but all related problems fall within the above categories..

    Original link path: /disabilities.html
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  • Title: ICS - HCI: Background > Computer Accessibility Strategies
    Descriptive info: Disability-related accessibility problems are usually tackled through a combination of:.. assistive technologies.. , i.. , devices that are suitable for, or compensate to some extent for a specific disability;.. interaction techniques.. , that on the one hand are appropriate for the disabled person's interaction capabilities and needs and, on the other hand, can work with, and take advantage of, any available assistive technologies;.. content annotation and adaptation.. , so that it can be rendered in a format that can be optimally perceived and used through the employed assistive technologies and interaction techniques.. The basic strategies for making computers accessible by each impairment category include:.. Content annotation with semantic information.. Provision of the content through alternative modalities, such as audio and tactile (in the form of Braille).. Support for content enlargement, e.. , control of font size, zooming facilities.. Customization of color combinations to improve contrast and simplification of visual  ...   trackballs and joysticks, scanning, visual keyboards and speech.. Speed and timing control and adjustment to suit different response times.. Visual representations of auditory information.. Augmentation of speech with sign language.. This is probably the hardest category since sometimes, depending on the type and level of disability, solutions must be provided at an individual basis.. In general, all related solutions include:.. Provision of alternative (simplified, illustrated) versions of the content.. Simplification of tasks, e.. , through step by step procedures and wizards.. Avoidance of blinking and flashing at particular rates that can cause photosensitive epileptic seizures in susceptible individuals.. Support of alternative input / communication methods when speech is required.. Content simplification.. Provision of textual content through illustrations, audio and video.. It should be noted that each impairment has different severity levels, possibly requiring different solutions, and that sometimes people have combinations of disabilities, thus raising compatibility issues between individual approaches..

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  • Title: ICS - HCI: Background > Design for All and Universal Access
    Descriptive info: The term.. Design for All.. (or Universal Design - the terms are used interchangeably) is rooted in engineering disciplines, such as, for example, civil engineering and architecture.. In the context of.. , the term is defined as (Stephanidis et al.. 1998): the conscious and systematic effort to proactively apply principles, methods and tools, in order to develop.. IT T.. products and services which are accessible and usable by all citizens, thus avoiding the need for a posteriori adaptations or specialised design.. Design for All promotes a design perspective that eliminates the need for special features and fosters individualisation and end-user acceptability.. Design for all, in contrast to the common practice of designing a single solution for an illusionary typical or average user, suggests the development of products integrating numerous alternative solutions  ...   variety of disabilities, but with every aspect of diversity that may affect computer accessibility, such as:.. the target user population profile (including people with disabilities) and their individual and cultural differences;.. the scope and nature of tasks performed.. the technological platforms and associated devices (including assistive technology) through which information is accessed.. References.. Stephanidis, C.. , Salvendy, G.. , Akoumianakis, D.. , Bevan, N.. , Brewer, J.. , Emiliani, P.. L.. , Galetsas, A.. , Haataja, S.. , Iakovidis, I.. , Jacko, J.. , Jenkins, P.. , Karshmer, A.. , Korn, P.. , Marcus, A.. , Murphy, H.. , Stary, C.. , Vanderheiden, G.. , Weber, G.. , Ziegler, J.. , 1998.. Towards an Information Society for All: An International.. R D.. Agenda.. International Journal of Human-Computer Interaction, vol.. 10(2), pp 107-134..

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  • Title: ICS - HCI: About UA-Chess
    Descriptive info: HCI Lab.. Play UA-Chess.. UA-Chess is a fully-functional chess game, developed by the.. of ICS-FORTH in close cooperation with the.. Centre for Universal access Assistive Technologies.. , in the context of the.. Universally Accessible Games (UA-Games).. Activity.. UA-Chess can be played through a standard Web browser.. Its distinctive characteristic is that it is designed to be Universally Accessible, i.. , it can be concurrently played by people with different abilities and preferences, including people with disabilities (e.. , low-vision, blind and hand-motor impaired).. This is achieved by supporting alternative input and output modalities and interaction techniques that can co-exist and co-operate in the game's user interface, combined with fully customizable player profiles.. Every aspect of the game's functionality is fully accessible through the mouse, the keyboard (or any type of switches emulating keystrokes) and speech recognition.. UA-Chess has self-voicing capabilities, since it includes a built-in screen reader that offers full auditory access to every part of it.. Additionally, the game can be sized according to user preference and zoomed in and out at different levels.. Finally, several alternative interaction techniques (the parameters of which can be customized) are  ...   for two-player games over the Internet, as well as games with two opponents sharing the same computer, where the game's user interface (input and output) is adapted to the active player's profile.. The game follows the official Laws of Chess, as these are set by the World Chess Federation.. UA-Chess constitutes a practical demonstration of the application of Design for All principles, methods and tools in the development of software applications.. In the overall context of promoting Universal Access to the Information Society and raising awareness in the software development community about Design for All issues, UA-Chess can be seen as a good practice example, demonstrating that Universal Access is a challenge and not utopia.. Furthermore, UA-Chess strongly caters for the need and actively supports the right of all people for social interaction and play, irrespective of their individual differences, thus providing a steppingstone towards a more inclusive (and fun!) Information Society.. UA-Chess was developed using Macromedia Flash MX Professional 7.. Speech recognition and synthesis is supported through the use of Speech Application Language Tags (SALT) technology.. About UA-Chess.. Play.. Manual.. Game keys.. Voice commands.. Scanning.. Public Critique.. web-team@ics..

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  • Archived pages: 45