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How I play video games with spinal muscular atrophy

openassistivetech.org

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Re: How I play video games with spinal muscular atrophy

#12
It’s so amazing how far assistive technology has come!

This is a fantastic article but I wish he would have included some wish list or constructive criticism, clearly there are areas of improvement!

But to discern an ask from his writings: At the end he mentions the complexities of working so many different purpose-specific tools— is this perhaps the next area of progress, tool integration and a cohesive experience?

Re: How I play video games with spinal muscular atrophy

#15

It’s so amazing how far assistive technology has come! This is a fantastic article but I wish he would have included some wish list or constructive criticism, clearly there are areas of improvement! But to discern an ask from his writings: At the end he mentions the complexities of working so many different purpose-specific tools— is this perhaps the next area of progress, tool integration and a cohesive experience?

There were FOSS Tongue-driven and Air-switch (Puff/Blow Morse codes) wheelchair control interfaces with generic USB HID mouse/keyboard emulation. They also have normal pointer interface modes with desktop and tablet OS (no janky software required.)

The projects were necessitated because costs of medical-device regulatory barriers made hardware iterations economically infeasible to mass-manufacture. There were a few university faculties that would show up at community events to demonstrate DIY kits folks could put together with a friend.

If these projects are no longer available, send up a flag and someone will spend a few weekends to bring up more open-hardware options. One can't legally sell these as a medical-device in most places, but there is likely nothing stopping a low-power hobby "game control" kit. =3

Re: How I play video games with spinal muscular atrophy

#17

Insanely cool blog post. I had no idea about the XBox Adaptive Controller: https://www.xbox.com/en-US/accessories/controllers/xbox-adap... I am surprised that we have not seen some sick setups shared on HN.

When I saw the title I immediately thought of Xbox Adaptive Controller. It's such a cool initiative.

Microsoft has a lot of really cool accessibility tools and services. For example their extensive usability guidelines, which is a massive set of documentation for how to make games more widely accessible. [0]

They also have a great service where you can submit your games to get a report with feedback how to improve accessibility.[1] I read through one we got at my last job and it was really impressive. Very thoughtful and comprehensive.

There's a hub with links to a lot more accessibility services as well. [2] Microsoft is one of the companies which really does a lot of great things in this space.

[0] https://learn.microsoft.com/en-us/gaming/accessibility/guide...

[1] https://learn.microsoft.com/en-us/gaming/accessibility/mgats

[2] https://learn.microsoft.com/en-us/gaming/accessibility/acces...

Re: How I play video games with spinal muscular atrophy

#18
That's cool !

Kind reminder that you can be disabled and still kick ass in videogames. I have in mind Brolylegs (RIP) [1] who ranked very well in competitive Street Fighter 4, despite having to play with his literal face.

[1] https://en.wikipedia.org/wiki/BrolyLegs

Re: How I play video games with spinal muscular atrophy

#19

It occurs to me that some of this could be really useful to implement into SteamInput for players with disabilities. Someone really needs to show this article to Valve.

Valve is also part of the Accessible Gaming Initiative, along with Microsoft and others.

And Steam does already support the Xbox Adaptive Controller, along with a huge amount of control overlays, and if that isn't enough - SteamInput can be disabled for raw HID mode and then you can interface with any 3rd party app, like in the article.

Their virtual menus are a godsend for building your own control systems - I've used one with eyetracking software to play Counter Strike.

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