d9917715_ccessibility_of_computer_games__Title
[Author] Alexandra Holloway, Robert DeArmond, Michelle Francoeur, David Seagal, Amy Zuill, Sri Kurniawan [Year] 2011 [Abstract] As the popularity of videogames continues to expand in the United States and around the world, it is alarming that the majority of developers are overlooking the needs of players who are deaf. In the US alone, there are close to one million people deaf individuals. Sound is often an integral part of immersing players into a gaming experience. The creation of Digital Sound Display (DSD) was in part motivated by wanting to provide deaf players with the vital, strategic aspects of the game which are usually lost to them. Although users were consulted at various stages of development, we approached the design of DSD with a task centered paradigm, building the system around providing directional information to deaf players. We targeted the visualization of reactionary sounds (e.g., an enemy discharging a weapon at the player), as those are the ones most often associated as critical in first-person shooter (first-person shooter) games. A Fast-Fourier Transform (FFT) algorithm was used to translate the sound into a visualization in realtime with unnoticeable delay. We showed that DSD was capable of visualizing sound in three ways: pitch, intensity, and direction. In a pilot study, we found that participants most valued preemptive sound visualizations to visualizations of other sound types. [Title] 
Visualizing Audio in a First-Person Shooter With Directional Sound Display
Game Accessibility - The accessibility of computer games
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