ACM Home Page
Please provide us with feedback. Feedback
An exploratory study on non-visual mobile phone interfaces for games
Full text PdfPdf (189 KB)
Source ACM International Conference Proceeding Series; Vol. 378 archive
Proceedings of the VIII Brazilian Symposium on Human Factors in Computing Systems table of contents
Porto Alegre, RS, Brazil
SESSION: Artigos completos table of contents
Pages 31-39  
Year of Publication: 2008
ISBN:978-85-7669-203-4
Authors
Luis Valente  Rua Marquês de São Vicente, Gávea, Rio de Janeiro -- RJ, CEP
Clarisse Sieckenius de Souza  Rua Marquês de São Vicente, Gávea, Rio de Janeiro -- RJ, CEP
Bruno Feijó  Rua Marquês de São Vicente, Gávea, Rio de Janeiro -- RJ, CEP
Sponsor
SBC : Brazilian Computer Society
Publisher
Sociedade Brasileira de Computação  Porto Alegre, Brazil, Brazil
Bibliometrics
Downloads (6 Weeks): 28,   Downloads (12 Months): 128,   Citation Count: 0
Additional Information:

abstract   references   index terms   collaborative colleagues  

Tools and Actions: Review this Article  

ABSTRACT

Conventional games (computer, mobile, and console) rely heavily on visual information to convey the gameplay and to drive the interaction with the player. With the rapid evolution of graphics hardware and Computer Graphics, this becomes more pronounced. An undesirable consequence of this trend is that visually-impaired people get more excluded from the play. Mobile phones are pervasive nowadays, and can reach a potentially large user base, including the visually-impaired. However, in mobile gaming there seems to be only few alternatives to serve this community. This work presents an exploratory study on non-visual mobile phone interfaces for games. It is based on Semiotic Engineering principles, and emphasizes communication through aural, tactile and gestural signs. Results include a number of issues that can be incorporated to a wider research agenda about mobile gaming accessibility.


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.

 
1
 
2
 
3
 
4
 
5
Cai, Y. The New Frontier: Portable and Mobile Gaming. Park & Associates Report. www.parksassociates.com/research/reports/tocs/2008/mobilegaming.htm.
 
6
Caillois, R. Man, Play and Games. Univ. of Illinois Press, Champaign, IL, USA, 2001.
 
7
Caldwell, N. Theoretical frameworks for analysing turn-based computer strategy games. Media International Australia Incorporating Culture and Policy 2004, 110 (2004), 42--51.
 
8
9
 
10
Eco, U. A theory of semiotics. Indiana University Press, Bloomington, IN, USA, 1976.
11
12
 
13
Gaming with a visual disability. http://www.gameaccessibility.com/index.php?pagefile=visual.
14
 
15
Huizinga, J. Homo Ludens: A study of the play-element in culture. Beacon Press, UK, 1966.
 
16
IGDA Game Accessbility SIG. Accessibility in Games: Motivations and Approaches. http://www.igda.org/accessibility/IGDA_Accessibility _WhitePaper.pdf, 2004.
 
17
Lakoff, G. and Johnson, M. Metaphors we live by. Chicago University Press, Chicago, IL, USA, 1980.
18
19
 
20
Lombard, M., & Ditton, T. At the heart of it all: The concept of presence. Journal of Computer Mediated Communication 3, 2 (1997) {http://jcmc.indiana.edu/vol3/issue2/lombard.html}.
21
 
22
Murphy, E., Kuber, R., Strain, P., McAllister, G. and Yu, W. Developing Sounds for a Multimodal Interface: Conveying Spatial Information to Visually Impaired Web Users. In Proc. ICAD 2007, Online (2007), 26--29.
 
23
 
24
Nintendo 64. http://en.wikipedia.org/wiki/Nintendo_64.
 
25
Nintendo Wii. http://en.wikipedia.org/wiki/Wii.
 
26
Nintendo Wiimote. http://en.wikipedia.org/wiki/Wiimote.
 
27
Nokia N95 specification. http://www.forum.nokia.com/devices/N95.
 
28
Peirce, C. S. The Essential Peirce -- Selected Philosophical Writings. N. Houser and C. J. W. Kloesel (org.). Vols. I and II. Bloomington, IN. Indiana University Press, 1992, 1998.
 
29
Pirhonen, A., Murphy, E., McAllister, G. and Yu, W. Non-Speech Sounds as Elements of a Use Scenario: A Semiotic Perspective. In Proc. ICAD 2006, Department of Computer Science, University of London (2007), 20--23.
 
30
 
31
Rumble Pak. http://en.wikipedia.org/wiki/Rumble_Pak.
 
32
 
33
34
 
35
VibeTonz system. http://www.vibetonz.com.
 
36
 
37

Collaborative Colleagues:
Luis Valente: colleagues
Clarisse Sieckenius de Souza: colleagues
Bruno Feijó: colleagues