Bogus! The guy is too fast so he can't play . We can't have these disabled people showing us up. The Olympics are just sad.
We want to give away software for fun and learning and we want it to run on as many machines as possible. I think these are my minimum requirements.
- One full-screen window, with 2D graphics and text.
- Stereo sound with panning control at least.
- Text to speech.
- USB game controllers like DDR pads, joysticks, etc.
- Access to new devices like the Wiimote
Our games and tools for kids with disabilities should run on whatever computer they have at the school (typically an old PC running some version of Windows or a Mac). One alternative to cross-platform testing might be a LiveCD that boots some OS (say Linux) and runs our software. Then our development environment is fixed and we're relying on the OS to cover over hardware differences. Pete and I spent a bit of time this last weekend trying our various LiveCDs to see how little memory they could be made to use.
I'm just beginning to play with the Wiimote as an input device for accessible games so I tried shaking it in time with some music using a little program I already had in place. The accelerometer data seemed very delayed so I decided to check out its latency. My initial experiments described below indicate that it is very low.
Pete sent a pointer to this video demonstrating drumming with the Wii Remote .
Excellent post from Pete on real the benefits of spatial audio in the user interface.
Gretchen sent a pointer to this inspirational AAC video .
We should check out these to give us ideas for an accessible music toy.
Gretchen sent me this pointer to Pam and Josh's blog .
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