Kinect: Accessibility Round Table

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.


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