Item type |
Symposium(1) |
公開日 |
2022-07-06 |
タイトル |
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タイトル |
Accessibility Design for People with Hearing Impairment in Virtual Reality Horror Escape Games |
タイトル |
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言語 |
en |
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タイトル |
Accessibility Design for People with Hearing Impairment in Virtual Reality Horror Escape Games |
言語 |
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言語 |
eng |
資源タイプ |
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資源タイプ識別子 |
http://purl.org/coar/resource_type/c_5794 |
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資源タイプ |
conference paper |
著者所属 |
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Tokyo University of Technology Graduate School |
著者所属 |
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Tokyo University of Technology |
著者所属(英) |
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en |
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Tokyo University of Technology Graduate School |
著者所属(英) |
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en |
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Tokyo University of Technology |
著者名 |
Aulia, Rizky
Akifumi, Inoue
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著者名(英) |
Aulia, Rizky
Akifumi, Inoue
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論文抄録 |
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内容記述タイプ |
Other |
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内容記述 |
When we talk about early horror video games, they often had no accessibility features for disabled players. It was not easy to obtain the adaptive controllers even if they had because they were not in wide use and were expensive. Many disabled players found ways to make horror games playable through their efforts. Although the rules and the guidelines are still in their infancy, such accessibility features have rapidly grown more common, particularly over the past three to five years, notably for deaf and hard-of-hearing people. Besides visual prompt to make the player with no disability feels frightened, audio cues also play a crucial role in most horror games. They are mainly used as a hint to inform the player from which direction the harmful event is coming, and they also give a slight suggestion on which way the player should choose at a fork in the road. However, players with hearing impairment cannot be aware of these audio cues. The game’s overall difficulty gets higher, while the game’s scariness gets lower compared to players with no disability. Dedicated games built for people with hearing impairment are somewhat unacceptable because such games make the disabled players unable to experience the fear and anxiety of the horror games. In this paper, we introduced a method to help deaf and hard-of-hearing players to be able to play horror games under the same rules as hearing players. The proposed method "Glitch Effect," generates a visual noise that distorts the screen when harmful events are near at hand. We introduced this effect as a metaphor of anxiety, for we often see it on a broken television. For example, when a zombie gets near the player character in game, the camera at the viewpoint of the character begins to repeat small glitch animation at regular intervals. The closer the zombie gets, the stronger and shorter the glitch and its intervals become. This paper describes the system design of the horror game and the result of the user experiments. |
論文抄録(英) |
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内容記述タイプ |
Other |
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内容記述 |
When we talk about early horror video games, they often had no accessibility features for disabled players. It was not easy to obtain the adaptive controllers even if they had because they were not in wide use and were expensive. Many disabled players found ways to make horror games playable through their efforts. Although the rules and the guidelines are still in their infancy, such accessibility features have rapidly grown more common, particularly over the past three to five years, notably for deaf and hard-of-hearing people. Besides visual prompt to make the player with no disability feels frightened, audio cues also play a crucial role in most horror games. They are mainly used as a hint to inform the player from which direction the harmful event is coming, and they also give a slight suggestion on which way the player should choose at a fork in the road. However, players with hearing impairment cannot be aware of these audio cues. The game’s overall difficulty gets higher, while the game’s scariness gets lower compared to players with no disability. Dedicated games built for people with hearing impairment are somewhat unacceptable because such games make the disabled players unable to experience the fear and anxiety of the horror games. In this paper, we introduced a method to help deaf and hard-of-hearing players to be able to play horror games under the same rules as hearing players. The proposed method "Glitch Effect," generates a visual noise that distorts the screen when harmful events are near at hand. We introduced this effect as a metaphor of anxiety, for we often see it on a broken television. For example, when a zombie gets near the player character in game, the camera at the viewpoint of the character begins to repeat small glitch animation at regular intervals. The closer the zombie gets, the stronger and shorter the glitch and its intervals become. This paper describes the system design of the horror game and the result of the user experiments. |
書誌情報 |
マルチメディア,分散,協調とモバイルシンポジウム2022論文集
巻 2022,
p. 424-431,
発行日 2022-07-06
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出版者 |
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言語 |
ja |
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出版者 |
情報処理学会 |