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All videogames are built around a software platform able to run the game itself; a controller
or other input device (normally one for each player), to allow interaction with the game and a display,
to see the game running.
The most widely sold platforms for videogames are the game consoles.To allow playing, a game console needs
to be equipped with one or more game controllers (to allow multiple players), a display (generally a television set),
and at least one game. The second primary platform for videogames is the PC. In this case input and output devices
are the ones available for any PC, i.e. keyboard and mouse, or a generic console-type gamepad with PC-adaptation,
or other devoted input devices.
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A game controller consists of a direction controller and a set of action buttons.
The direction controller is typically a four way cross or a joystick to move in the four directions.
It is used for moving a character in the game scene,
navigating in a setup menu, changing the direction of a vehicle.
Action buttons are used for multiple purposes such as the selection of a weapon or the passing or
kicking of a ball.
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Accessibility to electronic devices is obtained by means of Assistive Technologies (AT)
that allow the emulation of the main input devices.
AT interfaces have to be designed to use all possible residual movements or resources of person with motor impairments
as an input signal for electronic devices. When considering how to facilitate access to videogame play,
emulating the functionality of the gamepad is a
logical approach, as the gamepad format is designed to fit with a variety of hardware platforms.
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In the last two years, a range of products has appeared on the market which tries to connect simple AT interface
devices with PCs and videogame consoles. These range from home-made solutions to commercial products.
The available solutions are generally very simple to use and set up,
consisting of the AT tool in question, an adapter or connection box to which set of switches may be connected
to emulate one or more input actions.
However, the emulation of a gamepad by means of 8 or 10 external switches may be hardly feasible.
It is needed to evaluate the single videogame, check for the main commands and select the most suitable input devices.
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On the other side, alternative input modalities can be used in order to provide a more natural way to interact
with a videogame. Other input modalities could provide the user with a direct input. For instance, the use of eye
and head movements in games represents a fast and natural input method that is starting be exploited to
enhance the game experience.
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A game can be controlled by combining different input modalities. A combination of gaze input or head motion and
facial-muscle activation is as effective as a mouse while being hands free.
These devices are attracting the attention of the videogame industries representing the gamepad of the future.
The same technologies are entering the AT market as innovative and powerful interfaces.
Game accessibility is a step closer.
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