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Blind hero: enabling guitar hero for the visually impaired
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ACM SIGACCESS Conference on Assistive Technologies archive
Proceedings of the 10th international ACM SIGACCESS conference on Computers and accessibility table of contents
Halifax, Nova Scotia, Canada
SESSION: Games and gaming table of contents
Pages 169-176  
Year of Publication: 2008
ISBN:978-1-59593-976-0
Authors
Bei Yuan  University of Nevada, Reno, Reno, NV, USA
Eelke Folmer  University of Nevada, Reno, Reno, NV, USA
Sponsors
ACM: Association for Computing Machinery
SIGACCESS: ACM Special Interest Group on Accessible Computing
Publisher
ACM  New York, NY, USA
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ABSTRACT

Very few video games have been designed or adapted to allow people with vision impairment to play. Music/rhythm games however are particularly suitable for such people as they are perfectly capable of perceiving audio signals. Guitar Hero is a popular rhythm game yet it is not accessible to the visually impaired as it relies on visual stimuli. This paper explores replacing visual stimuli with haptic stimuli as a viable strategy to make games accessible. We developed a glove that transforms visual information into haptic feedback using small pager motors attached to the tip of each finger. This allows a blind player to play Guitar Hero. Several tests have been conducted and despite minor changes to the gameplay, visually impaired players are able to play the game successfully and enjoy the challenge the game provides. The results of the study also give valuable insights on how to make mainstream games blind-accessible.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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A.F.B. American foundation for the blind. Statistics and sources for professionals, 2008.
 
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GuitarHero. http://www.guitarhero.com/.
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S. H. Kurniawan, A. Sporka, V. Nemec, and P. Slavik. Design and user evaluation of a spatial audio system for blind users. In Proceedings of the 5th International Conference on Disability, Virtual Reality & Assoc. Tech, pages 175--182, Oxford, UK, 2004.
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