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XIV Simposio Internacional de Informática
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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Eyes free interfaces for educational games

  • 1. XIV Simposio Internacional de Informática Educativa (SIIE 2012) Eyes-free Interfaces for Educational Games Pablo Moreno-Ger (pablom@fdi.ucm.es) Andorra, 31/10/2012
  • 2.  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)
  • 3.
  • 4.  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
  • 5. Educational Games are becoming important Science Pirates
  • 6. In just a few seconds the player uses …
  • 7. In just a few seconds the player uses … Consequence: Games are rather inaccessible content!
  • 8. Accessibility Increases the Cost, Uncertain ROI Not fully covered. Why? Game Developers’ Lack of Awareness Adapted Hardware Some Approaches Closed captioning Special hardware
  • 9. Not fully covered. Why? Game Developers’ Lack of Awareness Adapted Hardware Some Approaches Closed captioning Special hardware Accessibility Increases the Cost, Uncertain ROI
  • 10. 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!
  • 11.
  • 12. 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
  • 13. 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?
  • 14. Q1. Feasibility • Can game development software cope with disability automatically? Q2. Cost reduction • How much can effort, time, cost needed can be cut down?
  • 15.
  • 16. 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
  • 17.
  • 19.
  • 20. Users  Blindness  Reduced mobility Documentary RTVE “El Mundo se mueve conmigo” (Chapter 6)
  • 21.
  • 22. • 15 users, 10 with disability profile, 60” game play • Likert 1 to 4 questionnaire •
  • 23.  Example: High contrast mode  Total: 647 art resources  To implement high contrast mode: 53 more  Increase of only 7.57%
  • 24. Hypothesis: Not all blind people prefer the same Game interfaces
  • 25. Variable: Gaming habits 3 interfaces  3 short games 1 user w/ gaming habits, other w/o
  • 26.  Similar to web navigation  The easiest, almost trivial
  • 27.
  • 28.  Short commands formulated in natural language  E.g.: Grab Ball Climb the tree Describe the scene Go to …
  • 29.  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)
  • 30.
  • 31.  Low-level game engine for Android  One disability profile: blind users  3 Games developed for evaluation  In collaboration with 2 undergraduate students
  • 32. 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
  • 33. 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
  • 34.
  • 35. 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

Notas do Editor

  1. Los juegos: Son difíciles Tienen mecanismos de control complejos Se basan en conjuntos de reglas sofisticados y difíciles de aprender ¡ Y aún así jugamos! Los juegos incluyen los mejores ejemplos de Just-In-Time Learning (JIT) conocidos Entorno a los juegos surgen comunidades de aprendizaje complejas Gamefaqs.com Apolyton University
  2. Los juegos: Son difíciles Tienen mecanismos de control complejos Se basan en conjuntos de reglas sofisticados y difíciles de aprender ¡ Y aún así jugamos! Los juegos incluyen los mejores ejemplos de Just-In-Time Learning (JIT) conocidos Entorno a los juegos surgen comunidades de aprendizaje complejas Gamefaqs.com Apolyton University
  3. Los juegos: Son difíciles Tienen mecanismos de control complejos Se basan en conjuntos de reglas sofisticados y difíciles de aprender ¡ Y aún así jugamos! Los juegos incluyen los mejores ejemplos de Just-In-Time Learning (JIT) conocidos Entorno a los juegos surgen comunidades de aprendizaje complejas Gamefaqs.com Apolyton University
  4. Los juegos: Son difíciles Tienen mecanismos de control complejos Se basan en conjuntos de reglas sofisticados y difíciles de aprender ¡ Y aún así jugamos! Los juegos incluyen los mejores ejemplos de Just-In-Time Learning (JIT) conocidos Entorno a los juegos surgen comunidades de aprendizaje complejas Gamefaqs.com Apolyton University
  5. Los juegos: Son difíciles Tienen mecanismos de control complejos Se basan en conjuntos de reglas sofisticados y difíciles de aprender ¡ Y aún así jugamos! Los juegos incluyen los mejores ejemplos de Just-In-Time Learning (JIT) conocidos Entorno a los juegos surgen comunidades de aprendizaje complejas Gamefaqs.com Apolyton University