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ACM International Workshop on Multimedia Technologies for Distance Learning (MTDL 2009), Beijing, China, October 23, 2009.
http://www.e-ucm.es
Implementing Accessibility in Educational Videogames
with <e-Adventure>
Javier Torrente, Ángel del Blanco, Pablo Moreno-Ger, Iván Martínez-Ortiz, Baltasar Fernández-Manjón
General scope
Contents
Introduction & Motivation
Accessibility in Videogames:General design issues
Accessibility in<e-Adventure>
Baltasar Fernández-Manjón ([email protected]) http://e-adventure.e-ucm.es
Three types of adaptation
Gathering information of user & environment
Summary & Future Work
Introduction: Game-based learning and accessibility
Game-based learning is gaining acceptance (Educational videogames seem to have potential)
However, it is difficult to integrate videogames in the classroom due to several factors E.g. instructors ignore what is going on in the game Effective approach: integrate the games in Learning
Management Systems
Accessibility is also an important issue in this concern that has not been properly addressed yet Education is a universal right 11% children from 6-14 years old have some level of
impairment (US Census Bureau 2007)
General scope
Contents
Introduction & Motivation
Accessibility in Videogames:General design issues
Accessibility in<e-Adventure>
Baltasar Fernández-Manjón ([email protected]) http://e-adventure.e-ucm.es
Three types of adaptation
Gathering information of user & environment
Summary & Future Work
Introduction: approaching accessibility in game-based learning
Awareness about accessibility in games is still scarce Related to the problem of the high development cost
Involves complex technical support (text-to-speech synthesis, voice recognition, etc.)
Constraint which is especially relevant in education where budget is limited
Authoring tools can be the appropriate vehicle for introducing accessibility in educational videogames In-built accessibility-oriented services (e.g. a configurable
text-to-speech module) will reduce the cost dramatically Force the game designer to start thinking about accessibility
from the design stage (increase of awareness) Facilitates the introduction of accessibility in existing games
(promotes reuse and maintenance)Objective for this work: Introduce accessibility
in the <e-Adventure> game authoring tool
However, the support for accessibility in current game authoring tools is almost inexistent
General scope
Contents
Introduction & Motivation
Accessibility in Videogames:General design issues
Accessibility in<e-Adventure>
Baltasar Fernández-Manjón ([email protected]) http://e-adventure.e-ucm.es
Three types of adaptation
Gathering information of user & environment
Summary & Future Work
Accessibility in Videogames: design issues
Choose the game genre carefully Promote reflexion instead of action Genres where visual effects are not crucial E.g.: point-and-click adventure games
Common adaptations carried out in games Adjustment of contrast and color settings Audible sonars to detect enemies Provide relevant information through multiple channels Support for adapted game-pads Etc.
General scope
Contents
Introduction & Motivation
Accessibility in Videogames:General design issues
Accessibility in<e-Adventure>
Baltasar Fernández-Manjón ([email protected]) http://e-adventure.e-ucm.es
Three types of adaptation
Gathering information of user & environment
Summary & Future Work
Accessibility in Videogames: design issues II
Design the game without binding actions to specific interaction mechanisms
Adapting the game requires information about the user (e.g. visual, mobility and hearing requirements) Multiple alternatives In e-learning courses it makes sense that the LMS stores
information about the impairments of the student and delivers them to the game when this is launched
Consider not only information about the user but also about the environment
E.g.: In a noisy environment anybody could be completely deaf
General scope
Contents
Introduction & Motivation
Accessibility in Videogames:General design issues
Accessibility in<e-Adventure>
Baltasar Fernández-Manjón ([email protected]) http://e-adventure.e-ucm.es
Three types of adaptation
Gathering information of user & environment
Summary & Future Work
What is <e-Adventure>?
Authoring tool for point-and-click adventure games
Low-cost
Instructor-oriented Instructors are involved directly in the development process
Education-specific features Performance tracking & assessment In-game adaptation behavior Integration with LMSs
Several applications in diverse fields. E.g. medical field (Moreno-Ger et al. 2008, Torrente et al. 2009)
General scope
Contents
Introduction & Motivation
Accessibility in Videogames:General design issues
Accessibility in<e-Adventure>
Baltasar Fernández-Manjón ([email protected]) http://e-adventure.e-ucm.es
Three types of adaptation
Gathering information of user & environment
Summary & Future Work
Introducing accessibility in <e-Adventure>: General scope
Adaptation at three levels
Needs of the user / Environment constraints
Needs of the user / Environment constraints
1Adaptation of the user-game interaction (input/output channels)
Severe physical limitations (e.g. blindness or deafness)
2
In-game tools and special guidance (screen magnifyier, speed parameters configuration, in-game help, etc.)
Moderated physical limitations (e.g. low vision, reduced mobility in hands)
3Adaptation of the game semantics using the adaptation engine
Cognitive limitations
General scope
Contents
Introduction & Motivation
Accessibility in Videogames:General design issues
Accessibility in<e-Adventure>
Baltasar Fernández-Manjón ([email protected]) http://e-adventure.e-ucm.es
Three types of adaptation
Gathering information of user & environment
Summary & Future Work
<e-Adventure> Game Engine Architecture
1) Adaptation of user-game interaction
(students with severe
impairments or hard
environment constraints)
2) In-game tools
(students with low impairments
or moderate environment constraints)
3) Adaptation of the game flow
(game semantics)
(students with cognitive
impairments)
General scope
Contents
Introduction & Motivation
Accessibility in Videogames:General design issues
Accessibility in<e-Adventure>
Baltasar Fernández-Manjón ([email protected]) http://e-adventure.e-ucm.es
Three types of adaptation
Gathering information of user & environment
Summary & Future Work
<e-Adventure> Input/Output modules
Input/Output modules summary
Mouse Interface The interaction mechanism by default Point-and-click: demands the ability of seeing objects and
characters on the scene (sense of view) and move the mouse
Input/output module
Senses Required
Adequate for…
Mouse Interface
Speech impaired students.
Voice Interface Visually and/or mobility impaired
Natural Language Interface
Visually, speech impaired
Mouse pointer
General scope
Contents
Introduction & Motivation
Accessibility in Videogames:General design issues
Accessibility in<e-Adventure>
Baltasar Fernández-Manjón ([email protected]) http://e-adventure.e-ucm.es
Three types of adaptation
Gathering information of user & environment
Summary & Future Work
<e-Adventure> Input/Output modules
Voice Interface Receive the commands via voice The system analyzes the syntactic structure of the command
introduced The system matches the syntactic structure (once analyzed)
to the possible interactions available to the user at that moment
Example of commands recognized
Order Description
Talk to CharacterName
The student’s avatar in the game will try to talk to the NPC with such name.
Go to the left The student’s avatar in the game will move in that direction, discovering new items that were still hidden.
Describe the scene
The game will describe (using text or synthesized speech) what elements are on the scene and their approximate location so the user can interact with them.
General scope
Contents
Introduction & Motivation
Accessibility in Videogames:General design issues
Accessibility in<e-Adventure>
Baltasar Fernández-Manjón ([email protected]) http://e-adventure.e-ucm.es
Three types of adaptation
Gathering information of user & environment
Summary & Future Work
<e-Adventure> Input/Output modules
Natural Language Interface Works like the Voice Interface but receiving the commands
through the keyboard The system analyzes the syntactic structure of the sentence
introduced The system matches the syntactic structure (once analyzed)
to the possible interactions available to the user at that moment
General scope
Contents
Introduction & Motivation
Accessibility in Videogames:General design issues
Accessibility in<e-Adventure>
Baltasar Fernández-Manjón ([email protected]) http://e-adventure.e-ucm.es
Three types of adaptation
Gathering information of user & environment
Summary & Future Work
In-game tools in <e-Adventure>
In-game settings configuration tools Configuration of speed parameters, reaction time, movement
of the players, double-click time gap, etc. Color filters that modify the color layout according to
preferences of the student Many common problems can be solved with these small
variations
Other tools embedded in the game atmosphere Screen magnifier: Introduced directly in the student’s
inventory
General scope
Contents
Introduction & Motivation
Accessibility in Videogames:General design issues
Accessibility in<e-Adventure>
Baltasar Fernández-Manjón ([email protected]) http://e-adventure.e-ucm.es
Three types of adaptation
Gathering information of user & environment
Summary & Future Work
The Game Adaptation Engine
Feature already integrated in the <e-Adventure> platform Based on a set of rules following the pattern Condition->Effect When the condition is met (defined over external or internal
variables) the effect is triggered, which modifies the game behavior
With this mechanism we can, for instanceAvoid a complex task for a student with cognitive impairmentsProvide alternative paths of diverse difficultyChange the initial sceneEtc.
General scope
Contents
Introduction & Motivation
Accessibility in Videogames:General design issues
Accessibility in<e-Adventure>
Baltasar Fernández-Manjón ([email protected]) http://e-adventure.e-ucm.es
Three types of adaptation
Gathering information of user & environment
Summary & Future Work
The Game Adaptation Engine
S1 S2 S3
Game Behaviour 1
Game Behaviour 3
Game Behaviour 2
AdaptationRules
General scope
Contents
Introduction & Motivation
Accessibility in Videogames:General design issues
Accessibility in<e-Adventure>
Baltasar Fernández-Manjón ([email protected]) http://e-adventure.e-ucm.es
Three types of adaptation
Gathering information of user & environment
Summary & Future Work
Gathering information about user and environment
If the game is played online: (a) The student profile and
environment settings are distributed by the LMS (e.g.) at runtime (transparently to the user) => Online execution of the game
If the game is played offline (b) The student introduces
the information before the game starts
(c) The instructor uses the game editor to package the information along with the game
General scope
Contents
Introduction & Motivation
Accessibility in Videogames:General design issues
Accessibility in<e-Adventure>
Baltasar Fernández-Manjón ([email protected]) http://e-adventure.e-ucm.es
Three types of adaptation
Gathering information of user & environment
Summary & Future Work
Summary & Future Work
Summary Although game-based learning is on the rise, if educational
games are to be used in real courses accessibility must be addressed
The first barrier to overcome in the development of accessible educational games is the extra development cost it implies
An effective approach to reduce the cost is to produce authoring tools with in-built accessibility features
Contribution Introduction of accessibility in the <e-Adventure> educational
game authoring tool
Future work Polish the technology and release it to the public for testing Connection with Learning Management Systems needs
futher development (limitations of current LMS)
Baltasar Fernández-Manjón ([email protected]) http://e-adventure.e-ucm.es
Thank you!
Any Question?Any Question?
Baltasar Fernández-ManjónBaltasar Fernández-Manjón
[email protected]://www.e-ucm.es/people/balta
Don’t forget to try out the <e-Adventure> platform!http://e-adventure.e-ucm.es