Kinect: Accessibility Round Table

Published by: One Switch on 14th Oct 2010 | View all blogs by One Switch
Kinect-SpecialEffect-QA.gif
Xbox 360 and Kinect - Microsoft

Linked to the upcoming launch of the Kinect gaming interface for the Xbox 360, Microsoft invited us to join the "Kinect Accessibility Round Table".

This event saw the coming together of some of the biggest advocates of game accessibility. Unfortunately, we couldn't make the date, but were offered the opportunity to pose some questions and thoughts. What follows (click 'read more' if needed) is the result.


"We are all very excited by Kinect and what might be for future Xbox game accessibility. Some things are great already such as...


The small, but growing number of AAA games featuring really useful accessibility options.
Forza 3, Bayonetta and FIFA South Africa include ways to simplify user-controls for those struggling with the standard controls. Valve’s Left 4 Dead 2 has closed-captions (aka full-subtitles, for those outside the USA and Canada) assisting deaf players.

The Indie Arcade, which has turned up a small number of highly accessible games. Star of the crop is surely
Shoot 1UP from Mommy’s Best Games, hosting a range of accessibility features unique to any games console.

Rumours that “Kinect development [tools may be given] to XNA Creators Club members”. We’d love to see what the indie community would come up with.

That a way was found to circumvent the blocks on connecting alternative controllers to the Xbox 360. Playstation 2 adapters have allowed a massive range of controllers to be connected, such as
Quasicon Arcade Sticks, HORI One Hand controllers and iPac controller PCBs allowing for full  accessibility-switch access.

 

It’s not all great though, as recently remarked by AT correspondent, Adrian Higginbotham at the BBC’s Ouch! Web-site, “the fact remains that there isn’t [a highly] accessible game out there to come close to the quality of commercial equivalents on the highstreet”.

It would be wonderful if the Xbox 360 could be made even a fraction as accessible for players as the PC Windows operating system already is. Perhaps Kinect can help here...

 

In the following we pose some questions on our minds and propose some ideas that could help redress this imbalance if put into action (Microsoft's answers in green).


 
OUR KINECT QUESTIONS

 

 1.     Can voice recognition be used in place of traditional Joypad controls? For example “shoot!” or “pass!” in a Football (Soccer to you) game?

The use of voice commands to control gameplay and/or replace joystick controls can be performed if a game developer includes such functionality in their title.

2.
    
Can distinct vocalisations be made to control a game, or parts of a game, such as with the “
Vocal Joystick”.

The use of distinct vocalizations, sounds, etc. to control gameplay and/or replace joystick controls can be performed if a game developer includes such functionality in their title.

3.
    
Is accurate head-tracking a possibility (perhaps aided by the user wearing a reflective dot)? If so, could this act as a mouse or thumb-stick replacement within a game?

The technology is capable of performing head tracking should a title choose to support it.

4.
    
Is there scope for face recognition and/or eye control over games? If so, to what extent?

Biometric sign-in utilizes facial recognition (amongst other things) to sign player’s profiles in. Beyond that, individual titles would need to develop support for using facial movements in game. As for eye control, the ability of a developer to create a custom eye tracking software is unlikely due to the fidelity of the RGB sensor.

5.
    
Is there interest in making game control more flexible in general? We ask, as the Kinect might very well be able to facilitate this. We’d love to be able to use a versatile combination of Kinect input and Joypad input to play a game. For example:

a.
     
Grand Theft Auto: Head-tracking to look around. Voice commands to pull up menu screens and mobile phone. Joypad with reduced control set for rest of game.

b.
     
Peggle: Head-tracking or vocal-joystick input to adjust aim. Dwell clicking or vocal command to fire a ball. No Joypad required.
c.      Split controls across two players. Could Kinect focus on two separate player’s gestures simultaneously to play what would traditionally be a one-player game?
d.      All games: Voice command to pause/unpause a game.
e.      Enabling Kinect control over pre-existing games to some extent.

One of the purposes of Kinect is to make gaming more intuitive and natural for users. This includes making game control more flexible. The examples described above are all feasible should a developer choose to design those features into their titles. As for voice commands to pause/un-pause games (i.e. bring up the Xbox Guide), this will not be available at launch. Similarly, only titles designed or updated to support Kinect will be able to utilize the technology in game (with the exception of the microphone array which can be used for voice communication in game).

6.
    
Will there be a spate of “Kinect only” games, with no Joypad option offered as an alternative way to play? The Wii frequently poses this barrier, and it is a frustrating one for some. Imagine a family playing Wii Sports Bowling, but unable to include a more disabled member who is unable to swing the controller. A Joypad at least offers ways in to play, even if that does mean tracking down a more accessible controller.

Most Kinect titles at launch are designed to get users off the couch and active. To that end, some have designs that are not conducive to controller-based play. However, publishers are encouraged to develop Kinect titles that are as accessible as possible and this includes providing alternate control support.

7.
 
Are there likely to be Kinect games that offer sand-box experiential activities? Where you can perhaps interact with others in ways impossible in the real-world? Low-pressure environments built for either fun or creativity. Perhaps massively expanding upon ideas first realised by Myron Krueger’s Video Place in the late 1980’s, but across the internet with many users. These could open up fantastic places where disability is no longer an issue.

We encourage publishers and developers of Kinect titles to design new, creative experiences accessible to a broad audience. Sandbox-style games could definitely fit into this category.


And posed, post conference: What do you think Microsoft will do with the various feedback on accessibility they received? Basically, what's next on their accessibility agenda, as far as you can tell me?


Microsoft is in the process of sorting through the extremely large amount of accessibility feedback we received from the Microsoft Kinect for Xbox 360 Accessibility Roundtable. Once done, this data will be provided to our development teams for further exploration.


Read the entire document here: Microsoft Kinect Accessibility Round Table Q & A.

Comments

3 Comments

  • Shazmataz
    by Shazmataz 1 year ago
    It's absolutely great that this is happening and hats off to Microsoft for taking this step (metaphoricly speaking haha). I just hope that with the help of SpecialEffect, game developers will take the initiative and include the options mention above!
  • One Switch
    by One Switch 1 year ago
    Ditto that, Shaz. We're ever hopeful. I personally think the Indie developers are most likely to show the way forward first, so I really hope they do get granted access to a development system.
  • Shazmataz
    by Shazmataz 1 year ago
    Yeah I definitely think that will be the case! Looking forward to it too!
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