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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Accessible Gaming</title><link>http://blogs.msdn.com/b/coolbeans/archive/2007/12/11/accessible-gaming.aspx</link><description>Since starting work, I’ve been exposed to a bunch of different pillars of software requirements. These can include security, performance, localizability, etc. 
 One big one that is hard to see (no pun intended) is accessibility. How does a blind user</description><dc:language>en-US</dc:language><generator>Telligent Evolution Platform Developer Build (Build: 5.6.50428.7875)</generator><item><title>re: Accessible Gaming</title><link>http://blogs.msdn.com/b/coolbeans/archive/2007/12/11/accessible-gaming.aspx#6736348</link><pubDate>Tue, 11 Dec 2007 19:33:49 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:6736348</guid><dc:creator>Joe Davidson</dc:creator><description>&lt;p&gt;Thanks for this. I'm sure my friends are tired of me complaining about puzzles in RPGs that require matching blocks of certain colors, etc. Whenever we play Super Puzzle Fighter II Turbo, I have to muck with the contrast to get the Yellow and Green pieces to be distinguishable.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=6736348" width="1" height="1"&gt;</description></item><item><title>re: Accessible Gaming</title><link>http://blogs.msdn.com/b/coolbeans/archive/2007/12/11/accessible-gaming.aspx#6730565</link><pubDate>Tue, 11 Dec 2007 06:56:07 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:6730565</guid><dc:creator>Nektar</dc:creator><description>&lt;p&gt;I would very much like to have accessible games for the Xbox for blind people. Perhaps a way to transform the visual scenery into an audio scenery. I am sure that Microsoft can lead the way here by creating an audio scenery framework, in addition to the existing Directx 3D framework. Something like a Directx 3d Sound api which would be able to position, represent, differenciate and enable interactions with 3d &amp;quot;sound&amp;quot; objects, which would represent the visual objects. I am sure it can be done but noone has spent the time on it yet.&lt;/p&gt;
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