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| Patow, Gustavo | |
| Universitat de Girona. Escola Polit猫cnica Superior | |
| Madrenys Planas, Albert | |
| 2020 September | |
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Although the product is becoming more diversified as the years go by, still the majority of video games on the market are aimed at boys and young of video games on the market are still aimed at boys and young adult males. Apart from important sectors of the population such as the female public or the elderly, if we look at the video game market the elderly, if we look at the market for games designed for people with disabilities, we can see that the supply of games for people with disabled people, we can see that the offer is minimal or even non-existent. It is important that all sectors of the population can have access to different types of entertainment. Moreover, video games are an increasingly important cultural product, and to exclude people with disabilities from this form of entertainment does not help their inclusion in society. in society.
The objectives of this work are: To understand how blind people develop in sound interfaces; To design accessible and fun gameplay for blind people. The information must be conveyed by sound, and it must be clear and concise. In addition, the gameplay should be fun and be reinvented from time to time so as not to make the game monotonous. monotonous;
Understand how the human ear works and how to simulate it realistically in videogames; Implement a prototype of the human ear and how to simulate it in a realistic way Implement a prototype of the game. It should feature both mechanical and narrative elements, as well as narrative elements, as well as applying ear simulation technology. Tot i que a mesura que passen els anys el producte es va diversificant, encara la majoria de videojocs que surten al mercat estan pensats per nois i adults joves masculins. A part de deixar de banda sectors tan importants de la poblaci贸 com el p煤blic femen铆 o a les persones de tercera edat, si mirem el mercat dels jocs pensats per persones amb discapacitats, podem veure que l鈥檕ferta 茅s m铆nima o directament nul路la. 脡s important que tots els sectors de la poblaci贸 puguin tenir acc茅s a diferents tipus d鈥檈ntreteniment. A m茅s, els videojocs s贸n un producte cultural cada vegada m茅s important, i excloure persones amb discapacitats d鈥檃questa forma d鈥檈ntreteniment no ajuda a la seva inclusi贸 en la societat. Els objectius d鈥檃quest treball s贸n: Entendre com les persones cegues es desenvolupen en interf铆cies sonores ; Dissenyar una jugabilitat accessible i divertida per a aquestes persones. La informaci贸 ha de ser transmesa pel so, i ha de ser clara i concisa. A m茅s, la jugabilitat ha de ser divertida i reinventar-se de tant en tant per no fer el joc mon貌ton ; Entendre com funciona l鈥檕茂da humana i com simular-la de forma realista als videojocs ; Implementar un prototip del joc. Ha de presentar tant elements mec脿nics com narratius, a m茅s d鈥檃plicar la tecnologia de simulaci贸 de l鈥檕茂da. |
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| application/pdf | |
| http://hdl.handle.net/10256/21191 | |
| cat | |
| Departament d鈥橧nform脿tica, Matem脿tica Aplicada i Estad铆stica | |
| Attribution-NonCommercial-NoDerivatives 4.0 International | |
| http://creativecommons.org/licenses/by-nc-nd/4.0/ | |
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Videojocs
Video games Cecs -- Jocs Blind -- Games Audiojocs Audio games |
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| Desenvolupament d鈥檜n audiojoc per a persones cegues | |
| info:eu-repo/semantics/bachelorThesis | |
| DUGiDocs |
