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Game Accessibility Through Shared Control for People With Upper-Limb Impairments

Sergio Mascetti, Matteo Manzoni, Filippo Corti, Dragan Ahmetovic

TL;DR

This work presents a study with 13 participants with upper-limb impairments, comparatively evaluating how participants collaborate with their copilot in human cooperation and partial automation on existing third-party video games.

Abstract

Accessing video games is challenging for people with upper-limb impairments, especially when multiple inputs are required in rapid succession. Human cooperation, where a copilot assists the main player, has been proposed as a solution, but relying on a human assistant poses limitations in terms of availability and co-location. An alternative solution is to use partial automation, where the player is assisted by a software agent. In this work, we present a study with 13 participants with upper-limb impairments, comparatively evaluating how participants collaborate with their copilot in human cooperation and partial automation. The experiment is supported by GamePals, a modular framework that enables both human cooperation and partial automation on existing third-party video games.

Game Accessibility Through Shared Control for People With Upper-Limb Impairments

TL;DR

This work presents a study with 13 participants with upper-limb impairments, comparatively evaluating how participants collaborate with their copilot in human cooperation and partial automation on existing third-party video games.

Abstract

Accessing video games is challenging for people with upper-limb impairments, especially when multiple inputs are required in rapid succession. Human cooperation, where a copilot assists the main player, has been proposed as a solution, but relying on a human assistant poses limitations in terms of availability and co-location. An alternative solution is to use partial automation, where the player is assisted by a software agent. In this work, we present a study with 13 participants with upper-limb impairments, comparatively evaluating how participants collaborate with their copilot in human cooperation and partial automation. The experiment is supported by GamePals, a modular framework that enables both human cooperation and partial automation on existing third-party video games.
Paper Structure (116 sections, 1 equation, 11 figures, 7 tables)

This paper contains 116 sections, 1 equation, 11 figures, 7 tables.

Figures (11)

  • Figure 1: GamePals framework's data flow
  • Figure 2: In-game screenshot from Rocket League
  • Figure 3: Screenshot of the augmented video used for the analysis of P2's human cooperation session.
  • Figure 4: Default Rocket League mapping of input commands to game actions
  • Figure 5: An example of Confusion due to unexpected actions in P10's partial automation gameplay.
  • ...and 6 more figures