Multimodal AI adaptability on an audio exercise game for the visually impaired

With new modules to interact with a game such as Microsofts Kinect for the Xbox 360 and the Nintendo Wii, games have begun to introduce more complex inputs. These inputs are usually used for games that will require body movements. As such, exercise games were developed and because the inputs are sim...

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Main Author: Malonzo, Enrique Sebastian A.
Format: text
Language:English
Published: Animo Repository 2015
Online Access:https://animorepository.dlsu.edu.ph/etd_masteral/4844
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Institution: De La Salle University
Language: English
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spelling oai:animorepository.dlsu.edu.ph:etd_masteral-116822021-02-07T01:48:59Z Multimodal AI adaptability on an audio exercise game for the visually impaired Malonzo, Enrique Sebastian A. With new modules to interact with a game such as Microsofts Kinect for the Xbox 360 and the Nintendo Wii, games have begun to introduce more complex inputs. These inputs are usually used for games that will require body movements. As such, exercise games were developed and because the inputs are simple even those with great sight impairment would now be able to play the game. This technology has the potential to be used for developing games for the disabled sector as well, particularly the visually impaired due to its non-reliance on controllers. Through the years games specifically designed for the visually impaired has been increasing in development as well. This research created an AI opponent designed for the visually impaired that will give the player a higher sense of enjoyment and increase the games playability. The AI opponent constructed would adapt to the players behaviors while keeping the game playable and winnable by the visually impaired players with results showing that adaptation increases the games playability. In the process it will be possible to create a heuristic guideline on how to create audio exercise games for the visually impaired. How visually impaired gamers view and react against AI opponents as compared to sighted players was also made apparent. The visually impaired and sighted players had the same viewpoint on certain aspects but of course there were differences as well. These differences on views include winning and losing, challenges, level of difficulty, and replayability of the game. 2015-01-01T08:00:00Z text https://animorepository.dlsu.edu.ph/etd_masteral/4844 Master's Theses English Animo Repository
institution De La Salle University
building De La Salle University Library
continent Asia
country Philippines
Philippines
content_provider De La Salle University Library
collection DLSU Institutional Repository
language English
description With new modules to interact with a game such as Microsofts Kinect for the Xbox 360 and the Nintendo Wii, games have begun to introduce more complex inputs. These inputs are usually used for games that will require body movements. As such, exercise games were developed and because the inputs are simple even those with great sight impairment would now be able to play the game. This technology has the potential to be used for developing games for the disabled sector as well, particularly the visually impaired due to its non-reliance on controllers. Through the years games specifically designed for the visually impaired has been increasing in development as well. This research created an AI opponent designed for the visually impaired that will give the player a higher sense of enjoyment and increase the games playability. The AI opponent constructed would adapt to the players behaviors while keeping the game playable and winnable by the visually impaired players with results showing that adaptation increases the games playability. In the process it will be possible to create a heuristic guideline on how to create audio exercise games for the visually impaired. How visually impaired gamers view and react against AI opponents as compared to sighted players was also made apparent. The visually impaired and sighted players had the same viewpoint on certain aspects but of course there were differences as well. These differences on views include winning and losing, challenges, level of difficulty, and replayability of the game.
format text
author Malonzo, Enrique Sebastian A.
spellingShingle Malonzo, Enrique Sebastian A.
Multimodal AI adaptability on an audio exercise game for the visually impaired
author_facet Malonzo, Enrique Sebastian A.
author_sort Malonzo, Enrique Sebastian A.
title Multimodal AI adaptability on an audio exercise game for the visually impaired
title_short Multimodal AI adaptability on an audio exercise game for the visually impaired
title_full Multimodal AI adaptability on an audio exercise game for the visually impaired
title_fullStr Multimodal AI adaptability on an audio exercise game for the visually impaired
title_full_unstemmed Multimodal AI adaptability on an audio exercise game for the visually impaired
title_sort multimodal ai adaptability on an audio exercise game for the visually impaired
publisher Animo Repository
publishDate 2015
url https://animorepository.dlsu.edu.ph/etd_masteral/4844
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