eyes free interfaces for educational games

Download Eyes free interfaces for educational games

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Presentation at the 2012 SIIE in Andorra.

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  • XIV Simposio Internacional de Informtica Educativa (SIIE 2012) Eyes-free Interfaces for Educational Games Pablo Moreno-Ger (pablom@fdi.ucm.es) Andorra, 31/10/2012
  • Pablo Moreno-Ger E-mail: pablom@fdi.ucm.es http://www.e-ucm.es/people/publications Universidad Complutense de Madrid E-Learning Research group Specialized in Serious Games (educational games)
  • The largest entertainment industry Best movie (24h): $92M Best videogame (24h): $400M World of Warcraft $180M per month Are videogames just for kids? Average player age 2011, Entertainment Software Association
  • Educational Games are becoming important Science Pirates
  • In just a few seconds the player uses
  • In just a few seconds the player uses Consequence: Games are rather inaccessible content!
  • Accessibility Increases the Cost, Uncertain ROI Not fully covered. Why? Game Developers Lack of Awareness Adapted Hardware Some Approaches Closed captioning Special hardware
  • Not fully covered. Why? Game Developers Lack of Awareness Adapted Hardware Some Approaches Closed captioning Special hardware Accessibility Increases the Cost, Uncertain ROI
  • Accessibility Increases the Cost, Uncertain ROI Not fully covered. Why? Game Developers Lack of Awareness Adapted Hardware Some Approaches Closed captioning Special hardware In Education All Content Must be Accessible!
  • Advantages Reuse efforts (build once, use many) Increase visibility Approach Include built-in accessibility features in game development platforms Problems High cost of accessibility solutions Game Developers Lack of Awareness
  • Challenges Variety Scalability Evaluation Cost High-level Low-level VS How to make N games accessible at once? Is very costly! Games must be developed (expensive) Besides engagement, enjoyment, frustration how do you measure that? How much can we reduce cost and effort needed?
  • Q1. Feasibility Can game development software cope with disability automatically? Q2. Cost reduction How much can effort, time, cost needed can be cut down?
  • Game Authoring Tool Teacher-oriented game authoring tool No programming needed! 2D Point-and-click games & simulations +150 countries +30,000 downloads 10 languages http://e-adventure-e.ucm.es
  • Reduced Mobility Blindness Low vision Profiles Interaction Input Point-and- click Voice commands Text commands Output Sound Text-To- Speech Descriptive sounds Graphics Normal mode High Contrast mode
  • Users Blindness Reduced mobility Documentary RTVE El Mundo se mueve conmigo (Chapter 6)
  • 15 users, 10 with disability profile, 60 game play Likert 1 to 4 questionnaire
  • Example: High contrast mode Total: 647 art resources To implement high contrast mode: 53 more Increase of only 7.57%
  • Hypothesis: Not all blind people prefer the same Game interfaces
  • Variable: Gaming habits 3 interfaces 3 short games 1 user w/ gaming habits, other w/o
  • Similar to web navigation The easiest, almost trivial
  • Short commands formulated in natural language E.g.: Grab Ball Climb the tree Describe the scene Go to
  • Both users were able to complete the three minigames in about 15 minutes Cyclical navigation system is the easiest to use Sonar is the most fun interface Best overall interface Natural language commands for user with little gaming habits Sonar for the user with more gaming habits Interface Usability Engagement Additional Cost Navigation (1) Sonar (2) Commands (3)
  • Low-level game engine for Android One disability profile: blind users 3 Games developed for evaluation In collaboration with 2 undergraduate students
  • 509 downloads 1281 downloads320 downloads Online evaluation (lack of access to end users) Likert 1 to 5 questionnaire 26 respondents so far 12 blind 24 no disability http://goo.gl/gZiMM
  • Q5 Q6 Q7 Q8 Q9 Q10 Q11 5 (very positive) 1 2 1 1 1 1 3 4 (positive) 3 2 2 4 0 4 3 3 (neutral) 2 4 4 3 4 2 1 2 (negative) 3 2 3 2 0 3 3 1 (very negative) 1 0 0 0 0 0 0 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% 5 (very positive) 4 (positive) 3 (neutral) 2 (negative) 1 (very negative) 3,00 3,40 3,10 3,40 3,40 3,30 3,60AVG
  • Conclusion Can game development software cope with disability automatically? => Seems so How much can effort, time, cost needed can be cut down? => Considerable reduction Future work More games (cost, usability), more profiles! Put eAdventure accessibility modules into production Tackle game design barriers => Game inspection tools Evaluation Tool 1 Evaluation Tool 2 Evaluation Tool N Game definition (storyboard, Game universe) Art Resources Evaluation Report
  • Thanks to

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