ログイン 新規登録
言語:

WEKO3

  • トップ
  • ランキング
To
lat lon distance
To

Field does not validate



インデックスリンク

インデックスツリー

メールアドレスを入力してください。

WEKO

One fine body…

WEKO

One fine body…

アイテム

  1. シンポジウム
  2. シンポジウムシリーズ
  3. マルチメディア、分散、協調とモバイルシンポジウム(DICOMO)
  4. 2022

Accessibility Design for People with Hearing Impairment in Virtual Reality Horror Escape Games

https://ipsj.ixsq.nii.ac.jp/records/219632
https://ipsj.ixsq.nii.ac.jp/records/219632
eb247276-19c6-483b-9e36-2ec61040401f
名前 / ファイル ライセンス アクション
IPSJ-DICOMO2022058.pdf IPSJ-DICOMO2022058.pdf (1.5 MB)
Copyright (c) 2022 by the Information Processing Society of Japan
オープンアクセス
Item type Symposium(1)
公開日 2022-07-06
タイトル
タイトル Accessibility Design for People with Hearing Impairment in Virtual Reality Horror Escape Games
タイトル
言語 en
タイトル Accessibility Design for People with Hearing Impairment in Virtual Reality Horror Escape Games
言語
言語 eng
資源タイプ
資源タイプ識別子 http://purl.org/coar/resource_type/c_5794
資源タイプ conference paper
著者所属
Tokyo University of Technology Graduate School
著者所属
Tokyo University of Technology
著者所属(英)
en
Tokyo University of Technology Graduate School
著者所属(英)
en
Tokyo University of Technology
著者名 Aulia, Rizky

× Aulia, Rizky

Aulia, Rizky

Search repository
Akifumi, Inoue

× Akifumi, Inoue

Akifumi, Inoue

Search repository
著者名(英) Aulia, Rizky

× Aulia, Rizky

en Aulia, Rizky

Search repository
Akifumi, Inoue

× Akifumi, Inoue

en Akifumi, Inoue

Search repository
論文抄録
内容記述タイプ Other
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)
内容記述タイプ Other
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
出版者
言語 ja
出版者 情報処理学会
戻る
0
views
See details
Views

Versions

Ver.1 2025-01-19 14:49:41.474510
Show All versions

Share

Mendeley Twitter Facebook Print Addthis

Cite as

エクスポート

OAI-PMH
  • OAI-PMH JPCOAR
  • OAI-PMH DublinCore
  • OAI-PMH DDI
Other Formats
  • JSON
  • BIBTEX

Confirm


Powered by WEKO3


Powered by WEKO3