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Human-Computer Interaction and Artificial Intelligence: Multidisciplinarity Aiming Game Accessibility
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Author(s): Sarajane Marques Peres (University of São Paulo, Brazil), Clodis Boscarioli (Western Paraná State University, Brazil), Jorge Bidarra (Western Paraná State University, Brazil)and Marcelo Fantinato (University of São Paulo, Brazil)
Copyright: 2011
Pages: 17
Source title:
Business, Technological, and Social Dimensions of Computer Games: Multidisciplinary Developments
Source Author(s)/Editor(s): Maria Manuela Cruz-Cunha (Polytechnic Institute of Cavado and Ave, Portugal), Vitor Hugo Varvalho (Polytechnic Institute of Cávado and Ave, Portugal)and Paula Tavares (Polytechnic Institute of Cávado and Ave, Portugal)
DOI: 10.4018/978-1-60960-567-4.ch011
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Abstract
Nowadays, efforts in computer game development have been concerned to overcome entertainment objectives. In fact, there has been much effort aiming at finding, in Computer Science, resources to improve games in order to allow their application into education, business or politics processes. The effective introduction of these products in society requires that they are designed as accessible as possible to all individuals, including those ones belonging to minorities with special needs. In order to reach accessibility requirements, it is desirable to attend adaptability and usability requirements to provide products with higher quality and acceptance rate. In this chapter, we discuss the potential of combining the Human-Computer Interaction and the Artificial Intelligence areas aiming at promoting accessibility in games and, as a result, making them more democratic and useful for society, particularly for people who depend on the assistive technology resources.
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