{"id":573735,"date":"2019-03-18T03:01:02","date_gmt":"2019-03-18T10:01:02","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?post_type=msr-research-item&#038;p=573735"},"modified":"2019-03-18T03:01:02","modified_gmt":"2019-03-18T10:01:02","slug":"video-gaming-for-the-vision-impaired","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/video-gaming-for-the-vision-impaired\/","title":{"rendered":"Video Gaming for the Vision Impaired"},"content":{"rendered":"<div id=\"tabbar-1010\" class=\"x-tab-bar x-docked x-tab-bar-default x-top x-tab-bar-top x-tab-bar-default-top x-horizontal x-tab-bar-horizontal x-tab-bar-default-horizontal x-docked-top x-tab-bar-docked-top x-tab-bar-default-docked-top x-unselectable\">\n<div id=\"tabbar-1010-body\" class=\"x-tab-bar-body x-tab-bar-body-top x-tab-bar-body-default-top x-tab-bar-body-horizontal x-tab-bar-body-default-horizontal x-tab-bar-body-default x-tab-bar-body-default-top x-tab-bar-body-default-horizontal x-tab-bar-body-default-docked-top x-box-layout-ct\">\n<div id=\"tabbar-1010-innerCt\" class=\"x-box-inner x-horizontal-box-overflow-body\" role=\"presentation\">\n<div id=\"tabbar-1010-targetEl\">\n<div id=\"tab-1022\" class=\"x-tab x-box-item x-tab-default x-noicon x-tab-noicon x-tab-default-noicon x-top x-tab-top x-tab-default-top\">Mainstream video games are predominantly inaccessible to people with visual impairments (VIPs). We present ongoing research that aims to make such games go beyond accessibility, by making them engaging and enjoyable for visually impaired players. We have built a new interaction toolkit called the Responsive Spatial Audio Cloud (ReSAC), developed around spatial audio technology, to enable visually impaired players to play video games. VIPs successfully finished a simple video game integrated with ReSAC and reported enjoying the experience.<\/div>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Mainstream video games are predominantly inaccessible to people with visual impairments (VIPs). We present ongoing research that aims to make such games go beyond accessibility, by making them engaging and enjoyable for visually impaired players. We have built a new interaction toolkit called the Responsive Spatial Audio Cloud (ReSAC), developed around spatial audio technology, to [&hellip;]<\/p>\n","protected":false},"featured_media":0,"template":"","meta":{"msr-url-field":"","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"_classifai_error":"","msr-author-ordering":null,"msr_publishername":"ACM","msr_publisher_other":"","msr_booktitle":"","msr_chapter":"","msr_edition":"","msr_editors":"","msr_how_published":"","msr_isbn":"","msr_issue":"","msr_journal":"","msr_number":"","msr_organization":"ACM SIGACCESS","msr_pages_string":"","msr_page_range_start":"465","msr_page_range_end":"467","msr_series":"","msr_volume":"","msr_copyright":"","msr_conference_name":"ASSETS '18: proceedings of the 20th international ACM SIGACCESS Conference on Accessibility","msr_doi":"","msr_arxiv_id":"","msr_s2_paper_id":"","msr_mag_id":"","msr_pubmed_id":"","msr_other_authors":"","msr_other_contributors":"","msr_speaker":"","msr_award":"","msr_affiliation":"","msr_institution":"","msr_host":"","msr_version":"","msr_duration":"","msr_original_fields_of_study":"","msr_release_tracker_id":"","msr_s2_match_type":"","msr_citation_count_updated":"","msr_published_date":"2018-3-1","msr_highlight_text":"","msr_notes":"","msr_longbiography":"","msr_publicationurl":"","msr_external_url":"","msr_secondary_video_url":"","msr_conference_url":"","msr_journal_url":"","msr_s2_pdf_url":"","msr_year":0,"msr_citation_count":0,"msr_influential_citations":0,"msr_reference_count":0,"msr_s2_match_confidence":0,"msr_microsoftintellectualproperty":true,"msr_s2_open_access":false,"msr_s2_author_ids":[],"msr_pub_ids":[],"msr_hide_image_in_river":0,"footnotes":""},"msr-research-highlight":[],"research-area":[13545],"msr-publication-type":[193716],"msr-publisher":[],"msr-focus-area":[],"msr-locale":[268875],"msr-post-option":[],"msr-field-of-study":[],"msr-conference":[],"msr-journal":[],"msr-impact-theme":[],"msr-pillar":[],"class_list":["post-573735","msr-research-item","type-msr-research-item","status-publish","hentry","msr-research-area-human-language-technologies","msr-locale-en_us"],"msr_publishername":"ACM","msr_edition":"","msr_affiliation":"","msr_published_date":"2018-3-1","msr_host":"","msr_duration":"","msr_version":"","msr_speaker":"","msr_other_contributors":"","msr_booktitle":"","msr_pages_string":"","msr_chapter":"","msr_isbn":"","msr_journal":"","msr_volume":"","msr_number":"","msr_editors":"","msr_series":"","msr_issue":"","msr_organization":"ACM SIGACCESS","msr_how_published":"","msr_notes":"","msr_highlight_text":"","msr_release_tracker_id":"","msr_original_fields_of_study":"","msr_download_urls":"","msr_external_url":"","msr_secondary_video_url":"","msr_longbiography":"","msr_microsoftintellectualproperty":1,"msr_main_download":"","msr_publicationurl":"","msr_doi":"","msr_publication_uploader":[{"type":"url","viewUrl":"false","id":"false","title":"https:\/\/dl.acm.org\/citation.cfm?id=3241025","label_id":"243109","label":0}],"msr_related_uploader":"","msr_citation_count":0,"msr_citation_count_updated":"","msr_s2_paper_id":"","msr_influential_citations":0,"msr_reference_count":0,"msr_arxiv_id":"","msr_s2_author_ids":[],"msr_s2_open_access":false,"msr_s2_pdf_url":null,"msr_attachments":[],"msr-author-ordering":[{"type":"user_nicename","value":"Manohar Swaminathan","user_id":35356,"rest_url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/microsoft-research\/v1\/researchers?person=Manohar Swaminathan"},{"type":"guest","value":"sujeath-pareddy","user_id":362384,"rest_url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/microsoft-research\/v1\/researchers?person=sujeath-pareddy"},{"type":"text","value":"Tanuja Sawant","user_id":0,"rest_url":false},{"type":"text","value":"Shubi Agarwal","user_id":0,"rest_url":false}],"msr_impact_theme":[],"msr_research_lab":[199562],"msr_event":[],"msr_group":[602169],"msr_project":[986193],"publication":[],"video":[],"msr-tool":[],"msr_publication_type":"inproceedings","related_content":{"projects":[{"ID":986193,"post_title":"Accessibility and Assistive technology","post_name":"accessibility-and-assistive-technology","post_type":"msr-project","post_date":"2023-11-21 06:26:01","post_modified":"2025-01-24 10:17:05","post_status":"publish","permalink":"https:\/\/www.microsoft.com\/en-us\/research\/project\/accessibility-and-assistive-technology\/","post_excerpt":"With Emphasis on the Global South The work on accessibility at MSR India has spanned the range from spatial audio with HoloLens to the use of feature phones to reach children with vision impairments and a spectrum of tangible toys to enhance numeracy for them, to a quiz platform for the Deaf or Hard of Hearing community, with an overarching new methodology called Ludic Design for Accessibility. 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