Affiliation:
1. Queen's University, Kingston, ON, Canada
2. Providence Care Hospital & Queen's University, Kingston, ON, Canada
Abstract
Digital games are designed to be controlled using hardware devices such as gamepads, keyboards, and cameras. Some device inputs may be inaccessible to players with motor impairments, rendering them unable to play. Games and devices can be adapted to enable play, but for some players these adaptations may not go far enough. Games may require inputs that some players cannot provide with any device. To address this problem, we introduce partial automation, an accessibility technique that delegates control of inaccessible game inputs to an AI partner. Partial automation complements and builds on other approaches to improving games' accessibility, including universal design, player balancing, and interface adaptation. We have demonstrated partial automation in two games for the rehabilitation of spinal cord injury. Six study participants with vastly different motor abilities were able to play both games. Participants liked the increased personalization that partial automation affords, although some participants were confused by aspects of the AI's behaviour.
Funder
NSERC CREATE Research and Education in Accessibility, Design, and Innovation
Publisher
Association for Computing Machinery (ACM)
Subject
Computer Networks and Communications,Human-Computer Interaction,Social Sciences (miscellaneous)
Cited by
9 articles.
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