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VA and Microsoft Partner to Enhance Care, Rehabilitation and Recreation for Veterans with Limited Mobility
FOR IMMEDIATE RELEASE April 30, 2019 VA and Microsoft partner to enhance care, rehabilitation and recreation for Veterans with limited mobility Xbox Adaptive Controllers will be distributed across facilities within nation’s largest integrated health care system WASHINGTON — Today, the U.S. Department of Veterans Affairs (VA) and Microsoft Corp. announced a new collaboration to enhance opportunities for education, recreation and therapy for Veterans with mobility limitations by introducing the Xbox Adaptive Controller — a video game controller designed for people with limited mobility — in select VA rehabilitation centers around the country. The partnership, which was formalized April 18, will provide controllers and services to Veterans as part of therapeutic and rehabilitative activities aimed at challenging muscle activation and hand-eye coordination, and greater participation in social and recreational activities. “This partnership is another step toward achieving VA’s strategic goals of providing excellent customer experiences and business transformation,” said VA Secretary Robert Wilkie. “VA remains committed to offering solutions for Veterans’ daily life challenges.” Together, VA and Microsoft identified an opportunity to introduce or reintroduce gaming to Veterans with spinal cord injuries, amputations and neurological or other injuries at 22 VA medical centers across the United States. Microsoft is donating its Xbox Adaptive Controller, game consoles, games and other adaptive gaming equipment as part of the collaboration. Designated VA staff will engage with Veterans using the equipment and share feedback with Microsoft on therapeutic utility and the Veteran experience. "We owe so much to the service and sacrifice of our Veterans, and as a company, we are committed to supporting them," said Satya Nadella, CEO of Microsoft. -
Xbox Adaptive Controller Fact Sheet
Xbox Adaptive Controller Fact Sheet Designed for gamers with limited mobility, the Xbox Adaptive Controller is a first-of-its-kind device and Microsoft’s first fully packaged product to embrace Inclusive Design – forged by user research through new partnerships that aim to make gaming more accessible. Game your way The Xbox Adaptive Controller personalizes your gaming input experience by tailoring it to you. Designed primarily to meet the needs of gamers with limited mobility, the Xbox Adaptive Controller features large programmable buttons and enables you to assign Xbox controller inputs (A, B, X, Y, etc.) to external switches, buttons, and joysticks to help make gaming more accessible on Xbox One and Windows 10. It also works naturally with Xbox’s Copilot feature to span inputs across multiple controllers. Additional external devices are required for gameplay (sold separately). Learn more at xbox.com/adaptive-controller. Price, Contents, & Availability MSRP: $99.99 USD. Includes Xbox Adaptive Controller and USB-C cable. External input devices (e.g. buttons, joysticks, and mounts) sold separately. Available in 2018 through Microsoft Stores. More information coming soon. Works with a range of external input devices Strengthened by the community Connect external input devices such as switches, buttons, Built collaboratively through strong partnerships with: mounts, and joysticks to create a custom controller The AbleGamers Charity, The Cerebral Palsy Foundation, experience that can be tailored to a variety of needs. SpecialEffect, Warfighter Engaged, Craig Hospital, and Button, thumbstick, and trigger inputs are controlled with many community members. Feedback from these groups assistive devices (sold separately) connected through helped directly inform the design, functionality, and 3.5mm jacks and USB ports. -
Playing Games
Playing Games By Tamara Mitchell Image courtesy of TheWireCutter.com Do you or your kids play computer games? Playing computer games has been shown to increase your chances of developing repetitive strain injury, or RSI. Considering the number of games sold, reported injury rates are relatively low, but they are related to the type of controller used and the number of hours games are played.1 Wii games are the only ones that have a majority of traumatic, rather than repetitive strain injuries due to strenuous full-body movements. When the player is distracted from their surroundings, impact with other objects or people, as well as loss of balance may occur.1 Judging from the number of comments on gaming blogs and gaming YouTube videos, it is likely that the occurrence of RSI is under-reported in medical records to some extent. Nobody likes to admit they are having issues with pain, especially when it involves a passionate hobby. We are not going to tell you to stop playing unless you are experiencing advanced symptoms. But there are things you should always do to greatly reduce the probability of injury. Make a few changes and you will be doing yourself and your gaming kids a huge favor by actually extending the number of years you’ll be able to enjoy playing. Most gaming is very mouse or control oriented. We caution people in the office environment to avoid the mouse as much as possible by learning keyboard shortcuts to perform many application-related actions. In gaming, this is not an option. -
Accessible Gaming Controller User Guide
Accessible Gaming Controller User Guide To see the how-to video and the latest version of this user guide, please visit canassist.ca/cdc ACCESSIBLE GAMING CONTROLLER TABLE OF CONTENTS NOTES ...............................................................................................................................................2 WHAT’S IN THE BOX ...........................................................................................................................4 WHAT YOU NEED ...............................................................................................................................5 OVERVIEW ................................................................................................................................................ 4 FEATURES ................................................................................................................................................. 4 SETTING UP THE AGC ............................................................................... ERROR! BOOKMARK NOT DEFINED. POWERING ON THE AGC ......................................................................................................................... 8 Accessible Gaming Controller Page 2 of 12 WHAT’S IN THE BOX 1 Xbox One Console 3 Video Games 1 Xbox Adaptive Controller 1 Xbox Wireless Controller 1 PC Monitor 4 Jelly Bean Switches 4 Ultralight Switches 1 Joystick and Cable 2 Foot Switches 2 Mini Arms 2 Large Arms with Clamps 1 USB Wall Charger 2 USB Extensions 1 Gaming Table 4 Adjustable -
23-24 October 2018 Bell Harbor Conference Center, Seattle What Is Gamesforum? About Gamesforum Seattle
23-24 OCTOBER 2018 BELL HARBOR CONFERENCE CENTER, SEATTLE WHAT IS GAMESFORUM? ABOUT GAMESFORUM SEATTLE Gamesforum Seattle is a two day conference that brings together senior exec- utives, influential managers and ambitious independent developers with the aim of supporting cross platform game developers. It is taking place on the 23rd and 24th October in the Bell Harbor Conference Center in Seattle, playing host to a hundred speakers from leading developers, publishers, brands and service providers discussing topics across six fascinating content tracks. The event will also play host to a number of additional micro events, including a game pitching competition, a meet the publisher session and workshops Furthermore, there will be plenty of opportunities to meet new people in our exhibition area, at our meeting zones and at the legendary Gamesforum party. WHY IS YOUR EVENT CROSS PLATFORM? We believe that barriers between platforms are dissolving. While mobile, console and PC still retain their own distinct characteristics – which need to be respected – the extent to which they divide the industry and by which games are enclosed by them has never been more in question. Game developers are pushing at the edges of the boundaries between console and PC, with games like PlayerUnknown’s Battlegrounds and Minecraft spread- ing across platforms. Additionally, hardware creators such as Nintendo and Razer are redefining the divisions between device categories with the line between mobile, console and PC hardware becoming ever harder to define. Finally, business models and practices are permeating between each sector. At the same time as we see console and PC developers embrace games as a service, we increasingly see mobile developers focusing on strengthening their brands and enriching their game mechanics to maintain their competitive edge. -
Human Rights Annual Report
Human Rights Annual Report Fiscal Year 2018 1 At Microsoft, respecting human rights is a critical component of our mission to empower every person and every organization on the planet to achieve more. Focus on human rights helps our employees to make good decisions and ethical choices, and builds trust with our customers and partners. The Microsoft Global Human Rights Statement explains our commitment to respecting and promoting human rights > 2 Highlights Microsoft Technology & Human Rights Center: We conducted a review of our remedy and grievance mechanisms to assess their effectiveness with the expectations of the UN Guiding Principles, and continued to implement our 5-year partnership between Microsoft and the UN’s Office of the High Commissioner for Human Rights. Artificial Intelligence: Our book The Future Computed: Artificial Intelligence and its role in society explains our perspective on the future of AI, and we concluded our human rights impact assessment on AI. Accessibility: We launched a new Adaptive Controller for Xbox for gamers with limited mobility, and we continued to invest in Inclusive Hiring to assist potential candidates with disabilities including autism with finding job opportunities at Microsoft. Freedom of Expression and Privacy: The US Congress passed the Clarifying Lawful Overseas Use of Data (CLOUD) Act to protect people’s privacy and other human rights. Online Safety: The Global Internet Forum to Counter Terrorism (GIFCT) made progress in its mission to disrupt terrorists’ ability to use the internet in furthering their causes, while also respecting human rights, and the we continued to grow our Digital Civility Index. Privacy and Data Security: We trained 1,600 engineers and updated our privacy policy to prepare for the introduction of the European Union’s General Data Protection Regulation (GDPR). -
Getting Started Guide -Xbox Adaptive Contoller
Settings>Ease of Access>Controller>Button Getting Started Mapping. Guide 3. Decide which button(s) you wish to control and insert a relevant switch(es) into the 3.5mm jacks on the back of the controller or into the USB ports on the side. Alternatively you can use the large controls on the top of the controller. Xbox One – Adaptive Controller 4. Please note if you are using co-pilot both controllers need to be turned on (press the Overview Xbox button on both controllers) The Xbox Adaptive Controller is a video game 5. Please note If you wish to go back to not using controller designed by Microsoft for Windows PCs co-pilot you may need to close the game, turn and the Xbox One video game console. off the Xbox controller (non-adapted) so it The controller was designed for people with disabilities to help make user input for video games recognises your adaptive controller as the more accessible. primary one for your chosen game. It also works with co-pilot - which allows in-game controls to be duplicated across two controllers or 6. There is a 3.5mm headphone port on the side of even assigned different functions (e.g. one could run, the controller should the user wish. This still one could jump). See separate guide on co-pilot allows audio externally for other players. Step by Step Batteries required : None, the adaptive controller Start Up is wireless. To charge the controller plug a USB 1. Press the Xbox button on the controller on. cable from the back of the controller to the front of 2. -
The Weird History of Usamerican Fascism: a Guide (1979-2019) Phd in Critical and Cultural Theory 2019 M.C
The Weird History of USAmerican Fascism: A Guide (1979-2019) PhD in Critical and Cultural Theory 2019 M.C. McGrady Summary The future, as ever, can be read in comic books. Foretold by the Dark Age of Comics, the doom that now comes to Earth arrives in the form of self-realizing eschatologies, horrors born out of the rutting between unfettered capitalism and its favorite child, technological hubris. When the Big Two comic book publishers began hiring British and Irish authors en masse over the course of the 1980s, these writers brought with them a critical eye sharpened by the political and economic cruelty of the decade. The victims of the Iron Lady came to the New World and set their sights on the empire of the Teflon President, using superhero stories to explore the ideological weapons deployed in the service of global capitalism. The Weird History of USAmerican Fascism tracks the interrelated networks of popular culture and fascism in the United States to demonstrate the degree to which contemporary USAmerican politics embodies the future that the fictional dystopias of the past warned us about. Although the trans-Atlantic political developments of 2016 and their aftermath have sparked a widespread interest in a resurgent Anglophone fascism and its street-level movements – seen most obviously in the loose collection of white supremacists known as the ‘alt- right’ – this interest has been hamstrung by the historical aversion to a serious study of popular and ‘nerd’ culture during the twentieth century. By paying attention to the conceptual and interpersonal networks that emerged from the comic books and videogames of the 1980s, The Weird History of USAmerican Fascism fills a critical lacuna in cultural theory while correcting recent oversights in the academic analysis of contemporary fascism, providing an essential guide to the past, present, and future of the bizarre world of USAmerican politics. -
DALGLEISH Revised
There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity Mat Dalgleish Abstract Many people with a disability play games despite difficulties in relation to access or quality of experience. Better access is needed, but there has been limited industry interest. For players with motor impairments the focus has been on the controller. Numerous solutions have been developed by third parties, but all are likely unsuitable for at least some users and there remains space for radically alternative angles. Informed by my experiences as a disabled gamer, concepts of affordance and control dimensionality are used to discuss the accessibility implications of controller design from the Magnavox Odyssey to the present. Notions of incidental body-controller fit and precarious accessibility are outlined. I subsequently draw on Lévy’s theory of collective intelligence and example games Keep Talking and Nobody Explodes and Artemis Spaceship Bridge Commander to develop a model that uses asymmetrical roles and diverse input to fit individual abilities and thereby expand participation. Keywords: disability; controllers; asymmetrical roles; motor impairment; control dimensionality Introduction The barriers faced by people with disabilities are often considered in terms of two theoretical models: the medical model and the social model. The medical model of disability locates disability in the mind or body of the individual “patient” and emphasises linear restoration to “normality” (Gough, 2005). This was contested (UPIAS, 1976, pp. 3-4; Locker, 1983, p. 90) and there followed a shift to a social model of disability that posited that people are disabled by the attitudes of society (Shakespeare, 2016). -
Shawn P. L. Bruner
Shawn P. L. Bruner 206.399.0634 [email protected] www.Trippinginthedark.com Areas of Motivated Digital Artist with experience in the operations, development and technical production Expertise arenas. Very experienced with both Hard and soft surface sculpting techniques, and able deliver assets that surpass expectations in very limited timelines. Capable of motivating fellow employees to deliver outstanding performances. Able to evaluate operational needs and implement strategies that increase Creature and productivity, enhance quality and improve cost effectiveness. Character Design and Modeling Harebrained Schemes Level Design Golem Arcana and Modeling Lead ZBrush Artist I worked with the Character Art Lead to ensure that models meet technical and artistic standards. Solved Texturing the technical problems related to the generation of printable assets. Mentored other artists on the creation of ZBrush assets and correct workflow for the conversion of ZBrush assets to 3D game assets. Environment Collaborated with CEO on timelines for 3D printed material and coordinate with outside vendors to Artist maintain that timeline. Prepped and reviewed all ZBrush models for print. Approve contractor models for quality prior to payment. Rigging ZBrush Character Sculptor Level Design Generate and pose hi-poly models based upon provided concept art to be used in 3D printers. Project Management Shadowrun Returns Contract Character Artist Character Creation Generation of textured in-game non player characters, and creation of gear and customization options Programs: for player characters. Concept design and modeling of creatures. Maya Weapons Design and Modeling ZBrush I took weapons from concept development to game-ready 3D model. This included updating traditional melee and ranged weapons to conform to the Shadowrun aesthetic. -
Scholastic Art and Writing Missouri
Scholastic Art and Writing Missouri Region Scholastic Art and Writing Missouri Region Scholastic Art and Writing MissouriMissouri Region Youth Write Scholastic Art Scholastic Art and Writing and Writing MissouriMissouri Region Region Silver Key Scholastic Art and2018 Writing Missouri Region Scholastic Art and Writing Missouri Region Scholastic Art and Writing Missouri Region Scholastic Art and Writing Missouri Region Scholastic Art and Writing Missouri Region Scholastic Art and Writing Missouri Region Scholastic Art and Writing Missouri Region Scholastic Art and Writing Missouri Region Scholastic Art and1 Writing Missouri Region Scholastic Art and Writing Missouri Youth Write is sponsored by the Missouri Council of Teachers of English (MoCTE). The Greater Kansas City Writing Project (www.gkcwp.org) and Missouri Writing Projects Network coordinate the Missouri Region's Scholastic Writing Awards Contest, sponsored by The Alliance for Young Artists & Writers (http://www.artandwriting.org/). Editor: Erin Small This edition is available online at: https://www.moteachenglish.org/missouri-youth-writes 2 2018 Silver Key Winners Missouri Region Table of Contents 7 Jade Ayers Rainbows Form after Heavy Storms Short Story 9 Leslie Azwell Public Schools and Freedom of Speech Critical Essay 13 Chelsea Baird Pavement Poetry 14 James Baysinger Greed Over Freedom Critical Essay 16 Scout Bennett My Letter To You Personal Essay/Memoir 19 Renee Born Perspective Short Story 25 Mallory Broom The Vase Short Story 28 Karla Cano-Mendez Nothing Lasts Poetry 29 Sara Cao Extraordinarily Ordinary Personal Essay/Memoir 31 Karen Castro Ma Poetry 32 Adina Cazacu-De Luca A Collection of Things My Mother Has Given Me Poetry 35 Tina Chen Mindfulness Poetry 37 Isabell Cox Imaginary Friend Poetry 38 Shakira Cross Apples like Aiko Novel Writing 41 Grace Daugherty Mr. -
GOG-API Documentation Release 0.1
GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end.