Disability Support Workers Int. 18 visible members.
For people working in the field of disability, looking for a place to chat, relax and unwind.
Join us to talk about anything from strategies to songwriters, legislation to landscaping :)
This group is only a few days old, I'll be trying to get the word out IRL ASAP !! :)
-Filter Miles
Disabled SL-Peoples Association 15 visible members
A group for physical disabled people.
Founded by the Dane Arcadian Meili for handicapped and physical disabled bodys or people.
You have to be 18+ to join and the invite you will get from the group owner, Arcadian Meili. Send an Instant Message and tell why you wanna join.
People without disabilities can become members but need a VERY good reason.
Purpose of the group is: 1: as a community for disabled 2: communication between disabled and care givers or other people in the healthcare area + more.
I'm now going to try to populate it with accessible contents. This could be an easy way to prototype a framework, set of standards, or test environment in which we could let blind people interact with one another. Unfortunately at present script support in OpenSim is extremely limited, so audio playback is not possible.
The only current way to create such a test environment will be by renting use of Linden's commercial servers.
Sleek, a lightweight client might be a useful starting point for developing an audio only viewer. It builds very quickly and looks like a small, straightforward C# codebase with no world rendering included.
Engadget reports from the E for All Expo about a force feedback vest, initially designed to provide a tactile effect when your game avatar is shot in Call of Duty.
This got me thinking about wearables and haptic feedback generally as it could provide a useful interface for this current project - and as they say your accessability issue is my usability issue, hence the tactile feedback is a powerful feature for gaming generally.
It also stuck a chord because I was discussing military flight simulators with a guy who's recently been accepted into the RAF. He told me about the kind of physical feedback those machines are equipped with - the pilot is strapped in as they might be in a normal jet, but the straps are used to simulate the sensation of increased gravitation when flying the aircraft in tight corners etc. They pull the pilot into the seat with a force comparable to that which would be experienced in an actual aircraft.
So the NSF have a similar project for Eelke Folmer (from HelpYouPlay.com) who's scope is much greater than our own. With 12 months and a budget of $90,448 they're clearly ones to watch, though I have a couple of thoughts about their statement:
In this exploratory project, he will develop a prototype client for Second Life that offers a basic level of accessibility, and which will allow him to assess the feasibility of and technical requirements for a client that is fully accessible to blind players. The prototype client will initially allow blind players to navigate the environment using voice commands alone; it will then be enhanced and extended, as time and resources allow, so as to enable these players to interact in meaningful ways with other players.
That's interesting. Most audio games use keyboard navigation. I don't understand why voice commands are preferred, and why they're developed during the initial stages of the prototype when it would seem to me that the first thing you need is feedback from the world (i.e., spatial audio cues) before you start to move around in it.
Achieving these objectives is not straightforward, because the client and server of Second Life have only recently been made open source and no one has yet attempted to create an accessible client for the environment.
I didn't think the server was open sourced yet, though it is apparently planned for some as-yet unspecified point in the future. I have heard that some people have reversed engineered the network traffic (or merely extracted it from the client source) and have extrapolated their own server based on how it appears to work. The official line from Linden is,
What source code won't you be releasing? We don't (yet) plan to release the code that runs our simulators or other server code ("the Grid"). We're keeping an open mind about the possibility of opening more of the Second Life Grid; the level of success we have with open sourcing our viewer will direct the speed and extent of further moves in this arena.
There's an interview with Eelke, for further reading too.
Following instructions on the Wiki, I've just built my first Second Life client. Here I am debugging it in Visual Studio,
I had a few problems building it, but after following the instructions properly it worked out.
There is a small bug in the newview project though:
Properties->Configuration Properties->Custom Build Step->General->Command Line
It should read copy "$(TargetDir)\$(TargetFileName)" "$(ProjectDir)"
Instead of copy $(TargetDir)\$(TargetFileName) $(ProjectDir)
That makes sure that the executable gets copied when you have spaces in your path.
I also had a problem building the source, llcompilequeue.obj : error LNK2019: unresolved external symbol "int __cdecl lscript_compile(char const *,char const *,char const *,int)" (?lscript_compile@@YAHPBD00H@Z) referenced in function "protected: void __thiscall LLFloaterCompileQueue::compile(char const *,class LLUUID const &)" (?compile@LLFloaterCompileQueue@@IAEXPBDABVLLUUID@@@Z)
This is mentioned in the Wiki, but only for .NET 2006, whereas I was using the (recommended) 2003. Upon further investigation it turned out to be a problem in the compilation of the lscript_compile or lscript_compile_fb projects. Flex was crashing for some reason. I realised that I had earlier cancelled an update of cygwin which was probably the reason for the current failure, so I just started my update again and once that was complete the projects compiled fine without Flex barfing.
Anyway, I finally built and ran the executable.
The significance of this is that I could (potentially) now develop a non-visual client, using only audio feedback. That's got to be the ultimate goal of an accessible client but is unfortunately beyond the scope of this current project. All I'll be able to do within this remit is evaluate the feasibility of that development and make suggestions for the future.
I've been thinking about game audio recently, and was having a conversation with a friend about Valve's Deathmatch FPS release, TF2. I watched a video of some gameplay footage to get an idea what the game was like and was surprised that I recognised some of the audio effects from another of Valve's seminal titles, Half Life (which were also used in HL2).
Specifically I recognised the 'heal' sound that the stations make when they recover your health, shields or ammo, and the weapon select confirmation noise (possibly also one of the pistols and shotgun?). While it's natural to use the same audio in a sequel (HL to HL2), I was surprised that they used the same effects in a title from a totally independent game world (TF2). It works extremely well, though. I instantly understood the significance of the audio cues and hence what was happening in gameplay terms.
This in turn made me think about gameplay mores, about the tropes and aesthetics that have become de facto standards, and how they help familiarise us to new games. But what then of audio games? I wonder if they suffer from underdevelopment such that no standards have emerged yet.
This reminds me a little bit of gaming during the 1980s. This period was characterised by the diversity of games that didn't seem to fit into genres yet. By the 90s I feel that the commercial market had evolved and certain conventions had emerged, for example using the WASD keys for navigating first person games.
This is a particularly interesting point for me as my MA dissertation dealt with embodiment in games, and developed on the extension thesis of Marshall McLuhan and the phenomenology of Maurice Merleau-Ponty, amongst others. The basic premise is that our sense of self is predicated on our sensory experience, which depends on our situated body and it's relation to the rest of the world. In a game environment, mediated by a keyboard, WASD becomes a naturalised and pre-reflective expression of our intentions. The reuse of this form allows us to build up what Merleau-Ponty refers to as the "habitual body image".
The absence of consistent interface semiotics in audio games as with the early 80s games results in the inability to transfer any continuity between any of them.
On the one hand the 80s was a very creative time which I think a lot of people yearn for in their renewed interest in retro gaming, but on the other hand the lack of a shared language of gameplay acts as some kind of barrier, or increasing the learning curve of each and every game. This in turn was an obstacle the had to be overcome on the way to mass commercial viability for the industry.
One possibility for this project I'm currently engaged in might be to investigate and define standards for audio interaction rather than to create a client. Another aspect of Second Life that is interesting in this regard is the possibility to own land and create environments which can be controlled to be more accessible. For example, I could imagine an island designed for blind users, where all objects emitted audio cues. This might be an easier way to prototype the requirements of a client.
This idea came from thinking about AudioQuake as a mod for an existing game. Second Life is more complicated because the environment is so much more diverse, volatile and not under control as it is in Quake or other games.
Also there's a problem with my current plan for developing a prototype client using just Linden Scripting Language: the only feasible technique for creating spatial audio is to create an invisible object that follows the target object and emits sound, thus indicating the target's location to a blind user. However, this audio will be heard by everyone, and especially the target, which, even though they have the ability to mute the emitter, is very anti-social behaviour! The optimal solution is to develop a dedicated client so 3D audio can be triggered on the local rather than server side, which is approach being followed by the National Science Foundation, and to a certain extent also evaluated in our project.
Perhaps the quickest and most effective solution in the time frame is to simply buy land on which to develop an accessible environment. However, this would require a modest investment of real world money as land in Second Life is sold commercially (at least for now, until the server is open sourced).
A preferable and free solution would be to simply run our own server, but the current Open Source version is quite limited in what scripts it can run.
Half Life (Windows). Valve, Electronic Arts. (19th November, 1998). Half Life 2 (Windows). Valve. (16th November, 2004). Team Fortress (Windows). Caughley, Ian; Cook, John; Walker, Robin. (Australia: 1996). Team Fortress 2 (Windows). Valve, Electronic Arts. (2007)