Science and Technology
publicado em 06/07/2012 às 21h01:00
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Public school students create video games for the visually impaired in Rio

Controlled by voice, software aimed at this audience are compatible with computers, video games and smartphones

 
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Foto: Marcelo Horn/ASCOM/RJ
Foto: Marcelo Horn/ASCOM/RJ
Foto: Marcelo Horn/ASCOM/RJ
Games created using the Dome motion sensor and voice command. Marcelo Antonio, professor of Culture Games, the center of the group of students. Teachers bring to the classroom experience in the gaming market.
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Games created using the Dome motion sensor and voice command.
Marcelo Antonio, professor of Culture Games, the center of the group of students.
Teachers bring to the classroom experience in the gaming market.

Students of the Advanced Education Center (Nave) in Tijuca, in Rio de Janeiro, bet on include tools for the visually impaired in the world of entertainment. Using motion sensors and voice commands, a class of the course Programming Games created three software compatible with computers, video games and smartphones, aimed at this audience.

Guided by teachers - who bring to the classroom experience in the gaming market - young people researched all media and tools aimed at the visually impaired. The intention was to promote interaction and play traditional games of the atmosphere, replacing the visual appeal by tactile and auditory.

Today, there is a large consumer market, companies recognize that. All current mobile devices work with usability and portability. We can use this niche to bring people to this type of product. After all, everyone wants to have fun. At first there was some prejudice and fear on the part of students to create a boring game. But the best is that customers approved, says Professor of Culture Games, Marcelo Antonio.

The customers in question were high school students of the Instituto Benjamin Constant, who tested the software and suggest improvements. They tested the games Blind vs. Zombies, synesthesia and other, as yet untitled, which simulates a car racing circuit. At first, the player, guided by beeps, use the screen of the tablet or phone to shoot and get rid of the undead in a virtual graveyard. To move around the scene, just move the device from side to side or up and down. In the game of race, the driver of the vehicle following voice commands to drive through the traffic, dodging obstacles.

<b> Stimulus </ b>

To create synesthesia, memory game similar to the old body Genius, Rodrigo Ferreira chose Kinect, a motion sensor based on the dimensions of the player. Voice commands indicate that member should be moved, and with each hit, the sequence of steps increases. Interestingly, according to the project manager, Fabiano Fernandes, is that the platform chosen by the student was not part of school curriculum.

We have seen that you can develop games with visual appeal that they too can play without help from another person.

We work primarily with three programming languages, but they are free to choose both subject and tool of the final product. Encourage learning from other platforms to test the ability of the student self-learning, says Fabiano.

Asked by professor and coordinator of computer education at the Institute Benjamin Constant, Margaret Oliveira, about the lack of graphics in games, the programmers decided also to adapt them visionaries. According to Rodrigo, the opinion of the audience was essential to improve the work.

One of the main complaints of the visually impaired is the ability to do everything themselves. We have seen that you can develop games with visual appeal that they too can play without help from another person. We used motion capture and sound so that the interaction happens, and we're working on accessibility scores.

Source: Isaude.net
   Palavras-chave:   Visual impairment    Electronic games    Smartphone    Advanced Education Center    Rio de Janeiro   
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