Most of us take for granted the kind of high technology and information at our fingertips: we use the internet everyday, use our laptops to take notes during class, engage in various social networking sites, virtual worlds and games. However, for a small (but significant) percentage of the population, computers and the internet have always been out of reach. The hearing- and visually-impaired live in a world filled with auditory and visual stimuli, and in these increasingly high-tech times they are largely excluded from new technological innovations. On the other hand, advances in technology have also led to developments in new technology that aids the visually- and hearing-impaired in navigating both the real and virtual worlds.
One example is e-Sullivan’s revolutionary computer for the deaf and blind, which converts web text into Braille and vice versa, and it also converts printed materials into Braille by scanning them. The device is small and handheld, and it provides an accessible way for deaf-blind people to interact on the internet. Another innovation for the blind comes from the vOICe Learning Edition, which “translates arbitrary video images from a regular PC camera into sounds.” In other words, you can map an image using a wide array of beeping sounds. The software can also be used with mobile phone cameras, making it easier to take advantage of the software in public. Recently, IBM released information regarding its Virtual Worlds User Interface for the Blind. As reported here, it “provides basic navigation, communication, and perception functions using GUI (graphical user interface) elements that are familiar to blind computer users." Detailed text and verbal descriptions of objects and places within the virtual world are provided by sighted users which are then annotated for use by blind users. IBM’s goal is to create a system that can be used across various platforms, saying "If successful, that portability would enable blind users to learn only one client application that is specifically tailored for their needs rather than learning a separate new application for each virtual world.”
It will be interesting to see what the future of technology has to offer the deaf and blind community. Hopefully the gap between the deaf and blind and the sighted will continue to be narrowed. As an aside, I am also very interested in any research that has been conducted on the deaf and blind community and their experiences with these new technologies.
Showing posts with label virtual-game players. Show all posts
Showing posts with label virtual-game players. Show all posts
Saturday, February 28, 2009
Thursday, February 26, 2009
Are virtual-game players more depressed?
I'm a daily visitor to digg.com and came across an interesting article that made me reflect on my life as an avid gamer and the lives of my gamer friends and family. The article posed the question of whether virtual-game players were more depressed than those who don't play virtual-games. According to a study by the Northwestern University that surveyed 7,000 EverQuest II players, highly active players get more depressed or that depressed people are more likely to be active role players.
With this in mind, I started reflecting on my life as an avid gamer, a regular at cyber cafe's, and as an "anthropologist" and came to the conclusion that virtual-game players are more depressed than regular people. I'm not saying that everyone who plays MMO's and MMORPG's are depressive people, but I feel that even my friends at cybercafe's are generally depressed people or have some kind of "stuff" going on mentally. On average, we spend countless hours on a computer screen, sometimes not eating, sometimes not sleeping. Why? I feel that depressed people tend to use MMO's or MMORPG's to escape reality. I don't feel that gaming causes depression, maybe aggression when people don't know what they're doing, but if anything, I feel that gaming is an anti-depressant because it releases endorphins in your brain, allows depressed people to form social networks, interact and chat with people, etc.
What do you think?
Labels:
depression,
MMO,
MMORPG,
on-line gamers,
virtual-game players
Subscribe to:
Posts (Atom)