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Repositório da UTAD
Master thesis . 2019
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Motor de jogos acessível

Authors: Pinheiro, Paulo Jorge Teixeira;

Motor de jogos acessível

Abstract

Com a evolução das novas tecnologias e a criação de novos conteúdos a cada dia, os jogos tradicionais evoluíram também, dando origem aos jogos digitais que são utilizados nas mais diversas temáticas, como ação, diversão e até na educação. A forte aposta nos jogos digitais e a constante inovação dos mesmos trouxeram novas questões, como o facto de nem todas as pessoas poderem desfrutar desses jogos devido às suas dificuldades. De facto, a maioria dos jogos digitais são criados tendo em conta apenas a maioria da população, nomeadamente pessoas sem qualquer tipo de deficiência ou limitação na utilização das novas tecnologias, assim as pessoas com deficiência estão limitadas a jogar um conjunto reduzido de jogos digitais, que são criados para determinado tipo de deficiência. Para atenuar determinadas limitações, surgem estratégias de acessibilidade nos jogos digitais destinadas aos principais tipos de deficiência, nomeadamente deficiência visual, auditiva, motora e cognitiva. Essas estratégias são reunidas e abordadas nesta dissertação, sendo efetuada uma comparação entre as mesmas e estratégias destinadas a outros conteúdos web. Posteriormente são definidas prioridades de implementação das estratégias, de forma a perceber as que necessitam de ser implementadas em primeira ordem nos jogos digitais, sendo estratégias básicas e que atenuam a maioria das dificuldades dos utilizadores. Não é apenas necessário implementar estratégias, mas também permitir ao utilizador alterar os conteúdos e ativar os mecanismos de acessibilidade que precisa mediante as suas preferências, assim cada utilizador deve poder personalizar os conteúdos digitais a que acede, alterando vários aspetos como a interface e as fontes utilizadas, optando pelo que mais se adequa as suas dificuldades mediante as opções fornecidas para a personalização. As estratégias definidas como prioritárias são utilizadas para a melhoria da acessibilidade de um motor de jogo baseado em geolocalização e é proposto um sonar acessível a cegos para utilizar nesse motor. É também proposta uma ferramenta de geração de perfis de acessibilidade para a personalização de conteúdos. São realizados testes com utilizadores, de modo a perceber as vantagens e limitações desta ferramenta.

With the evolution of new technologies and the creation of new content every day, traditional games have evolved as well, giving rise to digital games that are used in a wide range of themes, such as action, fun and even education. The strong commitment to digital games and their constant innovation have brought new questions, such as the fact that not all people can enjoy these games because of their difficulties. In fact, most digital games are created considering only the majority of the population, namely people without any type of disability or limitation in the use of new technologies, so people with disabilities are limited to play a reduced set of digital games, which are created for a particular type of disability. To mitigate certain limitations, accessibility strategies emerge in digital games aimed at the main types of disability, namely visual, auditory, motor and cognitive impairment. These strategies are gathered and approached in this dissertation, comparing them and strategies for other web content. Subsequently, strategies implementation priorities are defined, to understand those that need to be implemented in the first order in digital games, being basic strategies and that alleviate the majority of user’s difficulties. It is not only necessary to implement strategies, but also to allow the user to change the contents and activate the accessibility mechanisms that he needs according to his preferences, so each user must be able to personalize the digital contents that he accesses, changing various aspects such as the interface and the sources used, choosing the one that most suits their difficulties through the options provided for personalization. Strategies defined as priorities are used to improve the accessibility of a game engine based on geolocation and an accessible sonar for the blind to use in that engine is proposed. A tool for generating accessibility profiles for content customization is also proposed. Tests are performed with users to understand the advantages and limitations of this tool.

Dissertação de Mestrado em Engenharia Informática

Country
Portugal
Keywords

Acessibilidade em jogos digitais, Estratégias de acessibilidade, Personalização de conteúdos digitais, Navegação para cegos, Motor de jogo acessível

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average
Green