Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Let's Get Physical! In, Out and Around the Gaming Circle of Physical Gaming at Home
Computer Supported Cooperative Work
Digital game design for elderly users
Future Play '07 Proceedings of the 2007 conference on Future Play
Musical interaction in computer games
Future Play '07 Proceedings of the 2007 conference on Future Play
AudiOdyssey: an accessible video game for both sighted and non-sighted gamers
Future Play '07 Proceedings of the 2007 conference on Future Play
Understanding pointing problems in real world computing environments
Proceedings of the 10th international ACM SIGACCESS conference on Computers and accessibility
Proceedings of the 10th international ACM SIGACCESS conference on Computers and accessibility
Blind hero: enabling guitar hero for the visually impaired
Proceedings of the 10th international ACM SIGACCESS conference on Computers and accessibility
VI-Tennis: a vibrotactile/audio exergame for players who are visually impaired
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Gesture based interaction for visually-impaired people
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Vi-bowling: a tactile spatial exergame for individuals with visual impairments
Proceedings of the 12th international ACM SIGACCESS conference on Computers and accessibility
Universal Access in the Information Society
Eyes-free yoga: an exergame using depth cameras for blind & low vision exercise
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
Multimodal kinect-supported interaction for visually impaired users
UAHCI'13 Proceedings of the 7th international conference on Universal Access in Human-Computer Interaction: design methods, tools, and interaction techniques for eInclusion - Volume Part I
Hi-index | 0.00 |
Gesture-based interaction adds a new level of immersion to video games, but players who are blind are unable to play them as games use visual cues to indicate what gesture to provide and when. Though visual cues can be substituted with audio or haptic cues, this often requires access to the source code, which is not attainable for commercial games. We present a solution that uses real-time video analysis to detect the presence of a particular visual cue, which is then substituted with a vibrotactile cue that is provided with an external controller. A user study with 28 sighted participants with a popular commercial gesture based game showed no significant difference between visual and vibro-tactile cues, which demonstrates the feasibility of real-time sensory substitution as a cost-effective approach for making gesture-based video games accessible to players who are blind.