Catch the Thief: An Approach to an Accessible Video Game with Unity

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Título: Catch the Thief: An Approach to an Accessible Video Game with Unity
Autor/es: Flores-Garzón, Edwin Patricio | Intriago-Echeverría, Luis José | Jaramillo-Alcázar, Angel | Criollo-C, Santiago | Luján-Mora, Sergio
Grupo/s de investigación o GITE: Advanced deveLopment and empIrical research on Software (ALISoft)
Centro, Departamento o Servicio: Universidad de Alicante. Departamento de Lenguajes y Sistemas Informáticos
Palabras clave: Accessibility | Video games | Software development | Education | Impairments
Área/s de conocimiento: Lenguajes y Sistemas Informáticos
Fecha de publicación: 2020
Editor: INSIGHT - Indonesian Society for Knowledge and Human Development
Cita bibliográfica: International Journal on Advanced Science, Engineering and Information Technology. 2020, 10(3): 905-913. doi:10.18517/ijaseit.10.3.10938
Resumen: Today, the video game industry is one of the most profitable business markets in the world. Video games are not only being used as a means of entertainment but also to reinforce education. Even though there are unbroken barriers for disabled people to use this kind of applications. Lack of accessible technologies and functions are real problems and a way of discrimination. It is a challenge for every software development organization, even for those who focuses in video game line of work. Many impaired people enjoy playing games in despite of their disabilities; however, some limitations appear when they start to play. This article presents an approach for an accessible video game developing, using Unity Engine and some of its accessibility complements to implement some functions to get better the player experience. This way, people who suffer of visual and hearing disability can be able to play and learn. Within the spectrum of disabilities this project covers are; visual and hearing, multiple variants of color-blindness and reduced vision problems. A series of settings options will have implemented with the final purpose of giving users an easier way to interact with the video game. It should be emphasized that game mechanics are based on various parameters to offer accessibility as brightness reduction, contrast and font-size adjustment, and more. Disability simulation tests will have done in order to prove the video game functionality. This research tries to increase the accessibility for people with impairments in the world of video games.
URI: http://hdl.handle.net/10045/107866
ISSN: 2088-5334
DOI: 10.18517/ijaseit.10.3.10938
Idioma: eng
Tipo: info:eu-repo/semantics/article
Derechos: Creative Commons Attribution-ShareAlike 4.0 International License
Revisión científica: si
Versión del editor: https://doi.org/10.18517/ijaseit.10.3.10938
Aparece en las colecciones:INV - ALISoft - Artículos de Revistas

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