Hi Ronald,

it went pretty well. 30 developers and about 68 people live. Lots of people 
getting news around local facebook coding groups and labs about the event, and 
several interesting contacts. Who said the revolution won’t be televised? hehe 

I think accessibility has to start somewhere in the unknown territories. I used 
to do Quake3Arena mods and owned several cyber cafes back in the days, then 
went onto doing pro 3D before I lost sight. So I guess I’m in some sort of 
advantage in terms of figuring out ways to provide more feedback, whether 
audio, contextual or tactile. I don’t want to flush 15 years of experience in 
3D and interactive media from loosing sight, and have transferred my skills to 
pure math and computer sciences, so although I’ve still got a lot to go before 
I can really call myself a great coder, I live everyday in that endeavour, and 
so I also reflect daily on how to make it possible.

The fact that I’m in Brisbane, home of a lot of gaming studios, and to a larger 
extent, Australia, where many of the big titles were produced (I am currently 
dating the producer of the first mirror’s edge series who is very helpful in 
accessing those game centric and A.R centric circles around here, and well she 
kicks ass) is also in my opinion a positive to push the accessibility paradigm 
as a complete process in developing games. Most of my friends here are in 
robotics or visual computing and we always meet or bump into each other, and 
everyone is starting to know me as the crazy dreadlock guy with his guide dog 
talking A.I and audio, and pushing through no matter the odds.

For the game accessibility issue:

I started with trying to read memory adresses in world of warcraft to decypher 
commands, positions and other useful info about the game world, but that rabbit 
hole had a huge obstacle being their EULA which prohibits any kind of access to 
that info, whether it be through their scripting language or accessing their 
lower layers.

Then I stumbled upon unity, which interface is completely inaccessible, and I 
did a few tests with a mate to see if I can use a daemon to get information 
about objects in unity’s scenes via sockets and push it out in 3D audio through 
Scenekit. It worked, but there was the whole thing about their IDE which is 
pretty bad in my opinion, and many software engineer friends have told me that 
their underlying ECS system is very clunky and old.

This is when I dug deeper and deeper into the SceneKit framework, expanded my 
knowledge to other frameworks and learned 3D programming, GPU shaders, A.I, 
audio processing and the whole ECS architecture most games have nowadays. And 
it’s been a real pleasure to try various things on screen to understand what is 
happening around me though everything I have generated so far is just simple 
geometry, but with complex audio processing and triggers which makes the audio 
experience immersive. I have also tested different control paradigms both for 
mac os and IOS, as well as with the leap motion.

Then I realised creating a virtual world, but adding some geo location and a 
custom device with a small but efficient GPS/GNSS chip could eventually allow 
me to navigate around my world with the data collected by google, apple and 
others, as well as generating my own data through the sensors available on my 
prototype device. The device also works as a controller for home systems using 
surround 5.1 or 7.1 and the immersion is pretty damn realistic. you can not 
only hear horizontal positions but also vertical, as if someone was talking to 
you from above say, or calling you out as if you’re on a balcony. Too bad the 
youtube videos I post are flattened somewhat, and you need a rig to get the 
full experience. But I will be posting more podcasts with more advanced demos 
of various new scenes and experiences, and release the demos as ad hoc apps you 
can play and test on your own system. 

Recently Apple has anounced ARKit, which is just an extension to SceneKit. I 
went to a hackathon a month ago, and we got a prototype out with dynamic object 
recognition as you sweep the phone, but with 3D positional identification of 
the object using earphones. So ARKit is more than something to reflect on, it 
could potentially revolutionise the way we navigate around the world, with a 
combination of geo location, a more precise, low error margin chip such as that 
which I’m currently using, all the contextual data available on the net and a 
few techniques to smarten up the interface which I find clunky at best, as we 
are not hands free and always look like we’re snapshot or selfie freaks walking 
around the city.

So to answer to your question succintly, yes the sky is the limit, and yes it 
takes resources to get something proper going, and yes it takes time. But I 
have a team of guys, and just yesterday met up with another developer who will 
probably join us to accelerate the process of completing the 3D audio world 
generator. I call it Regulus. It will allow non coders to create objects in the 
world, with all sorts of behaviors, simple audio editing, automatic generators 
and triggers and actions. Physics and everything else is baked in from the get 
go. You’ll be able to either create a simple arcadish game, up to a complex 
quest based game, adventure game, or strategy game if that’s what you want to 
do. I still need to get some network stuff done in the code, but got live 
streaming capabilities completed and hope to get an in world voice IP tool so 
players can talk to each other while exploring the world.

ANd well, I like to be out there and advocate for this. I’m willing to camp out 
in front of bethesda software with a case of beer and bbq grill, stay for a 
week with a popout tent, and just try to grab one of their executives by the 
collar and tell him my guide dog has titanium teeth for him, unless he opens 
the door and listens to our case. Well, maybe not that aggressive, but I damn 
sure can be assertive.

ANyway, don’t want to rant on, but it’s definetely worth spending the energy 
for it.

Have a great day 






> On 8 Sep 2017, at 6:11 am, Ronald van Rhijn <pa...@xs4all.nl> wrote:
> 
> Hey Yuma,
> 
> How was your presentation? I couldn’t listen unfortunately. Can I replay the 
> stream somewhere?
> Pretty ambitious stuff you are working on. Do you really think it’s possible 
> to make games such as The Witcher and Fallout 4 accessible with Voice Over?
> That would take a lot of time and effort and perhaps most important money to 
> aacomplish.
> But of course I would like to see all those great games accessible, I was a 
> huge games fan before I got blind.
> Games like Minecraft or the yet to be released Sociable Soccer would be 
> awesome if made accesseble in some way .
> Do you see possibilities in VR and AR for us too?
> 
> Would like to hear from you how you are thinking all this could be a reality.
> 
> take care,
> Ronald
> 
> 
>  
>> Op 4 sep. 2017, om 23:36 heeft Yuma Decaux <jamy...@gmail.com 
>> <mailto:jamy...@gmail.com>> het volgende geschreven:
>> 
>> 
>> 
>> Hi all, 
>> 
>> I will be speaking in front of mac and IOS developers here in Brisbane to 
>> push the case for baked in accessibility to all games on the app store. 
>> 
>> I will also show some of the tools and techniques everyone can use so that 
>> our community can enjoy sophisticated 3d games such as mmorpgs or big titles 
>> such as fallout 4 or witcher and release those tools to push for 
>> entertainment that everyone deserves to enjoy. Please follow the link below 
>> for more info on the live stream. 
>> 
>> https://www.facebook.com/events/864376623739165??ti=ia 
>> <https://www.facebook.com/events/864376623739165??ti=ia>
>> 
>> I hope that as the event takes place at the center of Brisbane’s tech hub, 
>> many developers will take notice and really engage with our community to 
>> take us out of the dark ages of audio games into many fun and educational 
>> experiences which can greatly benefit us in the very near future.
>> 
>> Have a great day y’all 
>>  Sent  from sputnik7 
>> 
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