[games_access] games_access Digest, Vol 124, Issue 5

Sandra Uhling sandra_uhling at web.de
Fri Mar 21 11:58:29 EDT 2014


Hi

brainstorming:

A program that simulates color blindness could be great. There are some
available, but all limited.
* It should run separate and be activated, e.g. like skype
* It should not stop the simulation when someone uses a control 
* It should check all important cases, not just few (at least 6, but there
are more)
* It should contain easy to understand basic information about color
blindness!!


Additional to the knowledge from Web Accessibility,
it is important that gamer sometimes have to recognize a certain color.
e.g. colored item in an inventar (-> adventures an additional text is shown)
e.g. a figure boild something and the gamer has to do something until a
certain color is shown
e.g. solution for color puzzles are needed (e.g. color combination to get a
certain color)

I have some nice pictures and game examples.

Great resource with a good book:
http://www.color-blindness.com/2010/02/23/color-blind-essentials/


And then make is an important point in the final check lists.

Regards,
Sandra








-----Ursprüngliche Nachricht-----
Von: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] Im
Auftrag von Ben Sawyer
Gesendet: Freitag, 21. März 2014 16:43
An: Betts Pamela
Betreff: Re: [games_access] games_access Digest, Vol 124, Issue 5

What about like a $5000 prize for a verifiable unit plug-in - we define the
outcomes and offer a prize like XPrize.

On Mar 21, 2014, at 8:18 AM, Ian Hamilton <i_h at hotmail.com> wrote:

> 
> As far as I'm aware at least, Unreal are the first tool vendor to have
done it.
> 
> A plugin would be great but if they can include it in the tool itself that
would be even better, as that way there will be people who haven't thought
about colourblindness before who stumble across it, meaning it could be a
good awareness raising tool as well as a good production tool. Just so long
as it is somewhere a little more prominent than it is in Unreal.
> 
> I've been working on Unity for a while, where it has got to is that they
are interested, but not quite interested enough to do it themselves. So it's
the standard tool vendor response that they love the idea but have a rammed
backlog, other priorities, etc.
> However, much like Unreal, they're totally up for including it if someone
else will develop it for them.
> 
> I had an offer yesterday, a studio in the US who are experienced in this
kind of work who are willing to donate a few days to do the work for free.
So it's just a case of making it happen now, which hopefully this Unreal
development will give the impetus for.
> 
> The work itself is fairly trivial, the algorithms are all publicly
available. Thomas has been chatting with them this week too, and from what
he was saying the new version has greatly simplified the process for making
shaders.
> 
> Then of course if the two big players both offer the feature, plenty 
> of the smaller ones will end up copying them :)
> 
> ----- Reply message -----
> From: games_access-request at igda.org
> To: <games_access at igda.org>
> Subject: games_access Digest, Vol 124, Issue 5
> Date: Fri, Mar 21, 2014 07:00
> 
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> Today's Topics:
> 
>   1. Outstanding news from GDC (Ian Hamilton)
>   2. Re: Outstanding news from GDC (Ben Sawyer)
> 
> 
> ----------------------------------------------------------------------
> 
> Message: 1
> Date: Fri, 21 Mar 2014 08:05:58 +0000
> From: Ian Hamilton <i_h at hotmail.com>
> Subject: [games_access] Outstanding news from GDC
> To: "games_access at igda.org" <games_access at igda.org>
> Message-ID: <DUB130-W26DDDFDA04C570CB50116091790 at phx.gbl>
> Content-Type: text/plain; charset="iso-8859-1"
> 
> Epic have time set aside on Friday afternoons where devs are free to work
on whatever they want. In the space of one of those afternoons one of the
Unreal devs knocked out some colourblind filters, so after a couple more
days' tweaking they've now been included as part of the Unreal engine, so
developers can see through colourblind eyes as they work.
> There's a bit of a caveat in that the options are fairly deep in the
display preferences, but that aside, that's a huge number of AAA devs who
now have the tools necessary to avoid excluding CVD gamers.
> 
> 
> Show floor photo:
> http://s16.postimg.org/m15uu0ct1/IMAG0928.jpg
> Ian
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> ------------------------------
> 
> Message: 2
> Date: Fri, 21 Mar 2014 06:13:49 -0700
> From: Ben Sawyer <bsawyer at dmill.com>
> Subject: Re: [games_access] Outstanding news from GDC
> To: Betts Pamela <games_access at igda.org>
> Message-ID: <ABC58BF4-EDAA-4B05-B8E4-E36BF8434545 at dmill.com>
> Content-Type: text/plain; charset=iso-8859-1
> 
> Has Unity done this yet? Or is this problem solved by a Unity plug-in?
> 
> On Mar 21, 2014, at 1:05 AM, Ian Hamilton <i_h at hotmail.com> wrote:
> 
>> Epic have time set aside on Friday afternoons where devs are free to work
on whatever they want. In the space of one of those afternoons one of the
Unreal devs knocked out some colourblind filters, so after a couple more
days' tweaking they've now been included as part of the Unreal engine, so
developers can see through colourblind eyes as they work.
>> 
>> There's a bit of a caveat in that the options are fairly deep in the
display preferences, but that aside, that's a huge number of AAA devs who
now have the tools necessary to avoid excluding CVD gamers.
>> 
>> Show floor photo:
>> 
>> http://s16.postimg.org/m15uu0ct1/IMAG0928.jpg
>> 
>> Ian
>> _______________________________________________
>> games_access mailing list
>> games_access at igda.org
>> http://seven.pairlist.net/mailman/listinfo/games_access
>> The main SIG website page is http://igda-gasig.org
> 
> 
> 
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> End of games_access Digest, Vol 124, Issue 5
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