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Finger dance: a sound game for blind people

Published: 15 October 2007 Publication History

Abstract

The usual approach to developing video games for people with visual impairment is sensory substitution. Elements of the visual display are replaced with auditory and/or haptic displays. Our approach differs. The purpose of the Finger Dance project is to research and develop accessible solutions to games that are inherently audio: musical rhythm-action games such as Dance Dance Revolution. However, these games still rely on visual cues that instruct the user on how to play along with musical rhythms. Finger Dance is an original audio-based rhythm-action game we developed specifically for visually impaired people. Working with both blind and sighted gamers using a human-centered development approach, players are able to play the game on their own and are enthusiastic about it. This paper discusses the game's design, development process and user studies.

References

[1]
Archambault, D. and Olivier D. How to make games for visually impaired children. In Proceedings of Advances in Computer Entertainment Technology ACE'05 (June 2005).
[2]
Bierre, K., Hinn, M., Martin, T., McIntosh, M., Snider, T., Stone, K., and Westin, T. Accessibility in Games: Motivations and Approaches, International Game Developers Association (IGDA), www.igda.org/accessibility (Jun. 2004).
[3]
Gärdenfors, D. Designing Sound-Based Computer Games. Narrativity Studio, Interactive Institute. Malmö, Sweden. http://www.audiogames.net/pics/upload/gardenfors.pdf (2003).
[4]
Media Lunde Tollefsen. Guidelines for Developing Accessible Games. Based on guidelines defined by MediaLT and IGDA. gameaccess.medialt.no/guide.php (2006).
[5]
Sánchez, J., Baloian, N., Hassler, T. and Hoppe, U. (2003). AudioBattleShip: Blind learners collaboration through sound. In Proceedings of ACM CHI '03, Fort Lauderdale Florida. pp. 798--799.
[6]
Zahand, B. Making Video Games Accessible: Business Justifications and Design Considerations. MSDN Library Technical Articles. msdn2.microsoft.com/en-us/library/bb172230.aspx (Aug. 2006)

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  • (2025)Voice User Interface for Designing Inclusive Games for Children with Visual Impairment and Sighted PupilsHuman-Computer Interaction. Design and Research10.1007/978-3-031-80832-6_7(89-98)Online publication date: 14-Feb-2025
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    cover image ACM Conferences
    Assets '07: Proceedings of the 9th international ACM SIGACCESS conference on Computers and accessibility
    October 2007
    282 pages
    ISBN:9781595935731
    DOI:10.1145/1296843
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 15 October 2007

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    Author Tags

    1. accessibility
    2. audio games
    3. visual disabilities
    4. visual impairment

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    View all
    • (2025)Voice User Interface for Designing Inclusive Games for Children with Visual Impairment and Sighted PupilsHuman-Computer Interaction. Design and Research10.1007/978-3-031-80832-6_7(89-98)Online publication date: 14-Feb-2025
    • (2024)Low Vision Boxing: Participatory Design of Adaptive Kickboxing Experiences with Low Vision PersonProceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3663548.3675619(1-18)Online publication date: 27-Oct-2024
    • (2024)MyWay: a 3D and audio-enhanced transportation learning kit for the visually impaired teenagersCCF Transactions on Pervasive Computing and Interaction10.1007/s42486-024-00163-yOnline publication date: 23-Jul-2024
    • (2024)Video game accessibility in the top-level genresUniversal Access in the Information Society10.1007/s10209-024-01154-7Online publication date: 30-Sep-2024
    • (2023)APPLICATION OF GAME TECHNOLOGIES IN TEACHING FOREIGN LANGUAGE TO THE BLIND AND VISUALLY IMPAIREDИжтимоий-гуманитар фанларнинг долзарб муаммолари / Актуальные проблемы социально-гуманитарных наук / Actual Problems of Humanities and Social Sciences.10.47390/1342V3I3Y2023N203:3(156-161)Online publication date: 7-Mar-2023
    • (2022)Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low VisionProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501327(1-17)Online publication date: 13-Feb-2022
    • (2022)Validation and Prioritization of Design Options for Accessible Player ExperiencesInteracting with Computers10.1093/iwc/iwac01733:6(641-656)Online publication date: 20-Jun-2022
    • (2022)Understanding the perceptions and experiences of the deafblind community about digital gamesDisability and Rehabilitation: Assistive Technology10.1080/17483107.2021.200802618:8(1347-1356)Online publication date: 19-Jan-2022
    • (2021)ThroughHand: 2D Tactile Interaction to Simultaneously Recognize and Touch Multiple ObjectsProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445530(1-13)Online publication date: 6-May-2021
    • (2021)Teachers’ Perceptions around Digital Games for Children in Low-resource Schools for the BlindProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445194(1-17)Online publication date: 6-May-2021
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