[games_access] Toolkits for making GL rendered content screen reader accessible?
Brandon Keith Biggs
brandonkeithbiggs at gmail.com
Fri Jan 13 10:19:28 EST 2017
Hello,
Are most games using a limited number of typeface and fonts?
If so, one could just tell an OCR engine that this is A, this is B and
whatnot. It would probably be more accurate than current OCR. Also, most
players have more free time to create an accessibility layer than the game
devs do. anything that would take the work and give it to the non technical
community would be more than worth it.
Do you have any articles or talks about the BBC Unity accessibility
experience? I really want to learn as much as possible about what they did,
what worked, what didn't work and whatnot. I would also love to reference
their case in a paper I am writing.
Thanks,
Brandon Keith Biggs <http://brandonkeithbiggs.com/>
On Fri, Jan 13, 2017 at 6:47 AM, Ian Hamilton <i_h at hotmail.com> wrote:
> Yes, BBC tried it, didn't work sadly!
>
>
> Reason being that the layer is rendered by the CPU and the visual by the
> GPU, and mobiles only have a tiny bus width, so constantly switching
> between the two layers do to the updates caused framerates to slow to an
> unplayable crawl. So BBC just put an end to developing with Unity for cross
> platform web games and use HTML5 instead.
>
> For PC you can use Tolk, Skullgirls managed to get it working nicely for
> their UI. It still needs to be actively integrated by a developer, it only
> outputs what is passed out to it so is still far more work than it should
> be, involving focus management and passing the info out to all be handled
> at a game developer level, and doesn't work with all screenreaders or
> cross-platform either. But it's something at least. That's about as good as
> it gets for now, until if/when engine devs integrate something like it
> internally.
>
> https://davykager.com/projects/tolk/
>
> I don't think OCR would have much chance of working with most games due to
> the kind of typefaces and typography used, but most of the text, text
> strings for copy and text labels for UI elements, is already there inside
> the game anyway. Just (just..) need the engine devs to implement a way
> of exposing it.
>
> That's easily my top thing I'd like to see happen in accessibility, such a
> frustrating barrier.
>
> Ian
>
> ------------------------------
> *From:* games_access <games_access-bounces at igda.org> on behalf of Brandon
> Keith Biggs <brandonkeithbiggs at gmail.com>
> *Sent:* 13 January 2017 14:20
> *To:* IGDA Games Accessibility SIG Mailing List
> *Subject:* [games_access] Toolkits for making GL rendered content screen
> reader accessible?
>
> Hello,
> I am wondering what research or work has been done on making GL rendered
> content accessible to screen reader users?
> Ian was mentioning on the Unity Screen reader accessibility thread:
> https://feedback.unity3d.com/suggestions/screen-reader-accessibility
> That Apple had an idea to replicate the UI above the app, but I can't find
> any information about this at all. Are there any articles or papers on
> Apple's trial? Was this invisible UI ever tried on the PC?
>
> I think that a layer like this would be very useful, especially if the
> application had some sort of image or character recognition to present new
> content to the screen reader.
> Are there any other applications or companies who have made (or tried to
> make) any programs to add accessibility to prebuilt apps and particularly
> GL rendered apps and games?
> Thanks,
>
> Brandon Keith Biggs <http://brandonkeithbiggs.com/>
>
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>
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