SouthernDragon
Member
You know...
this man needs a hitbox.
Designed for his chin.
this man needs a hitbox.
Designed for his chin.
G'day mate, throw another button remap on the barbie!
Yeah, something like that. I still don't know how you'd substitute left click and right click. Maybe mouth movements? Anyway something like that must be developed.DrBo42 said:TrackIR is a great tool for that sort of thing, but it's not widely used outside the flight sim genre.
DrBo42 said:Amazing. The cup with the straw in the pic makes me want to cry though, so sad.
Seda said:sorry if this is dumb but...
how does he type in his threads? if there some speech-to-text compatibility somewhere I'm not aware of?
Spire said:I actually teared up a little. What an awesome dude, I wish I had a fraction of the determination he does.
while there are trackir-alikes and apps that enable it to be used directly for mouse control, as far as i gather the present ideal is to hook him up with "specialeffect", a charity who specialize in custom pieces of headtracking/eye-tracking tech for people with disabilities: http://www.specialeffect.org.uk/.RustyNails said:Yeah, something like that. I still don't know how you'd substitute left click and right click. Maybe mouth movements? Anyway something like that must be developed.
jim-jam bongs said:Why? The dude's a boss, no need for sadness.
SalsaShark said:eh.. 3 of them
in OP
:/
omg.kittens said:That's so awesome and so amazing. Thanks for posting.
.Spire said:I actually teared up a little. What an awesome dude, I wish I had a fraction of the determination he does.
RoboPlato said:Whoa, that's awesome. Does the guy elaborate on what other kinds of games he plays? I'd be curious as to what he likes. People like him also tend to be pretty good players once they adapt to how they need to control games. Also, Visceral has been knocking it out of the park when it comes to dealing with fans recently.
big_z said:im still confused how he's able to play the games with his chin. you only got two buttons and mouse movement which is for most games not even close to enough buttons to do shit.
+1 to all of this. Great story.mjemirzian said:Customizable controls are good. There's no downside to the end user. Props to this guy for gaming against all odds.
The 25-year-old baseball fanatic has cerebral palsy, making it impossible for him to play the game he loves in real life.
That didn't stop Smith from making the majors, though.
A few years ago, Smith wrote a letter to Sony's San Diego studio, the developers of the top-rated "MLB: The Show" series, and the producers were so moved by Smith's passionate words about baseball, the Cardinals and their video game, that Sony went ahead and created Smith's character in "MLB 10: The Show."
According to Smith, seeing the cyber version of himself gave him a feeling like never before. It was as if by some miracle his cerebral palsy ceased to exist nine innings at a time.
It's a feeling he wants to share with other disabled gamers.
Smith gets that chance in "MLB 11: The Show" as, thanks to the gamer's growing ties with Sony's development team, a new difficulty level has been added to the franchise that will make it possible for more gamers with disabilities to get their cracks at the plate against diamond kings like Tim Lincecum and Cliff Lee.
The mode is titled after a new organization Smith has created, the Association for Disabled Virtual Athletes, and the new feature makes it easier for gamers with disabilities to play, thanks to one-button controls. The computer takes over the action of running to the ball, so all you need to do is hit a button to throw to a base or swing the bat. This opens up "The Show" to even more kids like Smith who always dreamed of playing baseball, but for physical reasons beyond their control couldn't until now.
Valve is highly-regarded in the disabled gaming community, particularly for their work with adaptive control devices.
"Most of the accommodations we make for disabled gamers (closed captioning/subtitles, colorblind mode, in-game pausing in single player, easier difficulty levels, re-mappable keys/buttons, open-microphones, mouse sensitivity settings, use of both mouse and keyboard and gamepads, etc.) stem from functionality added to improve the experience of both able and disabled gamers," Ambinder told us.
"For example, both groups of gamers benefit from the ability to pause Left 4 Dead 2 if they need to take a break or escape from the action, and the addition of subtitles allows all gamers to process the in-game dialogue/sound effects through an alternative visual medium if that is their preference.
"We may design for an optimum experience, but any accommodations we make to extend the accessibility of our games should benefit folks (both able and disabled) who choose to consume our content in an alternative fashion," Ambinder said. "For example, in the initial implementation of Left 4 Dead, there were no glows around the survivors indicating their location in-game. In our first experiments, we thought that verbal cues transmitted from other players would be enough to enable cooperation and to guide players to teammates in need.
"We soon found out that more information was required, as relative locations could not be adequately described in sufficient detail nor with sufficient speed to enable a cohesive experience. To remedy this, we added in the glows (visible through walls) which silhouette each teammate and provide a salient, visual cue to in-game location -- improving the communication between teammates for all gamers (and especially for gamers who have difficulty hearing or speaking)."