Showing posts with label accessible. Show all posts
Showing posts with label accessible. Show all posts

Nov 1, 2010

Open-source Eye-tracking: The ITU Gaze Tracker 2.0 Beta Via Martin Tall, NUI-Group Member

I came across the first version of the open-source ITU Gaze Tracker on the NUI Group forum in April of 2009 and played around with it a bit.  I was impressed.  I'm happy to say that the new version looks even better, although I haven't had the time to try it out.  Below are two recent videos that will give you a better understanding about gaze tracking.  


For the tech-curious, make sure you take the time to view the second video!  Links to info & code are below.


GT2 High speed remote eye tracking "Pushing the limits"


Technical Demonstration


Info about  the ITU Gaze Tracker 2.0 Beta from the NUI Group Forum, posted by Martin Tall:



Introducing the ITU Gaze Tracker 2.0 Beta
"We’ve made great progress since the initial release, today we open the doors for version 2.0. Internally we’ve rewritten major parts of the platform to gain flexibility and higher performance.  First version was DIY playtime, this version is nothing short of a screamer. High performance, very accuracy tracking. People are telling us we are crazy giving it away but we’re dedicated to the mission: Accessible eye tracking for all, regardless of nationality and means. We’re making it happen."
Important highlights for GT2.0b:
- Supports three modes of operation, head-mounted, remote mono/binocular
- Vastly improved performance, +500fps head mounted, +170fps remote binocular (both eyes)
- Awesome accuracy, avg. 0.3 - 0.7 degrees of visual angle (remote binocular)
- New U.I, looks so.. 2010
- Automatic tuning (optimization of algorithms parameters)
- Relatively low CPU-utilization and memory footprint (12%, 170Mb, core i7 860 win7-64)
- Many enhancements, bug-fixes etc.

Mar 19, 2010

From Inclusive Technologies: Multi-touch "Tilt and Touch" provides flexible use for learners!

I recently learned that Inclusive Technologies, of the UK, has a North American office  in Waxhaw, N.C., a town in Union County, not too far from where I live and work. This is what I found when I was looking up some information:


The Inclusive Tilt and Touch PlasmaThe Inclusive Tilt and Touch Plasma
The Inclusive Tilt and Touch PlasmaWheelchair user using the Plasma

The Tilt and Touch provides a high-definition surface that can accommodate multi-touch applications. It comes in two sizes, 42" and 50".  At the time of this post, it was only available in the UK.

Oct 16, 2009

IDPedia: Interaction Design Patterns for Games Library!


From the HelpYouPlay IDPedia (Interaction Design Patterns for Games Library) website:


"Design patterns are ways to describe best practices, explain good designs, and capture experience so that other people can reuse these solutions. The idea of a pattern was introduced by the architect Christopher Alexander for use in urban planning and building architecture, but since then a pattern community has emerged that specifies patterns for all sorts of problems. Interaction design patterns aim to capture optimal solutions to common usability or accessibility problems in a specific context. Typically best practices concerning interaction design are described as guidelines or heuristics. We consider interaction design patterns to be more descriptive than guidelines as it tells a designer exactly when, how and why the solution can be applied." 

Thanks, Barrie Ellis (One-Switch Games) for the link!


SOMEWHAT RELATED
Game Usability and Accessibility
Donate to the AbleGamers Fundraiser!
The funds will support the work of the AbleGamers Foundation, and donations are tax-deductible.

"The AbleGamers Foundation's mission is to empower the disabled population to enjoy the digital revolution that is taking place in gaming... We believe in harnessing the power of many people's voices to solve the problems of the not so few. The AbleGamers Foundation strives to bring together individuals from every lifestyle with a common goal of improving the lives of the disabled. Everyone has the right to enjoy the world, and together, we can make that possible. Together, we can make it possible for everyone to enjoy the rich content of digital entertainment with his or her friends and family regardless of disability."

Eelke Folmer's Human-Computer Interaction Research

Usability Patterns in Games (pdf)
Accessibility in Games and Virtual Worlds
Interaction Design Patterns

Eelke Folmer's presentation at the 2009 Games 4 Health Conference, Boston
Game Accessibility WorkshopG4H: game accessibility research @ University of Nevada, Reno
View more presentations from eelke folmer.