Title: Prsentation PowerPoint
1Audiogames without language
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Thomas GAUDY Php Student LINZ November
2005-10-27 Stéphane Natkin, CEDRIC-CNAM Dominique
Archambault, UPMC
Audiogames without language A project for making
a pleasant first contact between accessible
audio software and the blind beginner user
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how blind people of all nationalities can easily
interact with new software ?
the number of spoken languages is evaluated at
more than six thousand eight hundred (6800),
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the audiogame Pipe 2 Blast Chamber is very
interesting but necessitates a lot of reading
to understand how to play it
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Experiments with multimedia may provide clues for
non linguistic communication
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A lot of multimedia experiments are easy to use
musical toys with pre-selected sounds
Audiomeister 2.0 (S. DESIGN)
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Abadja Rhythm Music of Gana (AVI_arts)
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Sometimes these musical toys have linguistic
instructions for use and sometimes not
snapper 88 (Lfoundation.org, 2003)
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More often, experiments lie with movements of the
mouse
boohbah (www.poissonrouge.com, 2003)
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This interactivity depends on exploration of
zones
Computer-bruit (aliquid, 2005)
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This can be extremely minimal visually
Spacializer (Seb)
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Another example of minimalism
exp0027271 (Lfoundation.org, 2003)
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Sometimes gestures are directly used for musical
production
DAUND (Lfoundation.org, 2005)
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Another experiment uses musical interaction by
exploration of areas, by gesture and by clicks,
without linguistic communication
Stanza
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According to these examples, basic interactions
dont need instructions for users
these experiments are toys. Videogames or
Audiogames are no longer toys but games
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Instructions for users are given before the game
starts
Vib-Ribbon (NaNaOn-Sha / Sony Computer
Entertainment Inc, 1999)
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Instructions this time included in the first step
of the game
Amplitude (H. M. Systems / Sony Computer
Entertainment, 2003)
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Complex games, offer training levels for
progressively assimilating interactive skills
Prince of Persia the Sands of time (Ubisoft,
2003)
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there is a paradox. The number of instructions
does not depend on the degree of complexity of
the game
?
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simple interactions dont need instructions
the understanding of simple interactivity may be
combined
it should be possible to develop audiogames
without linguistic communication
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For this to work, games should also be toys
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A game and also a toy
PHASE (IRCAM, CEA, HAPTION, ONDIM, 2004)
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The first contact between a player and his
interface may be as a call for interaction from
the game
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After this first interaction, players must be
encouraged to continue
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The third contact could be a different feed back
to induce the search for more appropriate
behaviour
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It seems to be realistic to continue the learning
process leading toward different kinds of games
like side scrolled, shoot them up, adventure or
rhythm games
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aliquid, Computer-bruit, 2005 http//computerbru
it.aliquidstudio.com/ AVI_arts, Abadja Rhythm
Music of Gana http//www.aviarts.com/demos/flash/a
badjarhythm/index.html BSG_Games, Pipe 2 Blast
Chamber, PC Windows, 2002-2005 http//www.bscgame
s.com/pipe2.asp R. Cahen, J. P. Lambert, F. d.
E. d'Orves, F. Guignot and X. Boissarie, PHASE
Plateforme Haptique d'Application Sonore pour
l'Eveil Musical, 2004 S. DESIGN, Audiomeister
2.0 http//www.subkloda.freeserve.co.uk/AudioMeist
er2.html I. W. 2004, Infinite Wheel, 2004
www.infinitewheel.com Lfoundation.org,
DAUND http//www.lfoundation.org/engines/daund.htm
l Lfoundation.org, exp0027271, 2003
http//www.lfoundation.org/grids/
Lfoundation.org, snapper 88, 2003
http//www.lfoundation.org/grids/snapper.html
NaNaOn-Sha, Sony Computer Entertainment Inc.,
Vib-Ribbon, Playstation, 1999 http//www.pickledo
nion.com/ www.poissonrouge.com, boohbah, 2003
http//www.boohbah.tv/ Seb, Spacializer http//w
ww.seb.cc/spacializer/ Stanza http//www.stanza.
co.uk H. M. Systems, Sony Computer
Entertainment, Amplitude, PS2, 2003
http//www.us.playstation.com/content/ogs/scus-97
258/site/
27Thank you for your attention