Musician and inventor Onyx Ashanti demonstrates "beatjazz" -- his music created with two handheld controllers, an iPhone and a mouthpiece, and played with the entire body. At TED's Full Spectrum Auditions, after locking in his beats and loops, he plays a 3-minute song that shares his vision for the future of music. Musician and inventor Onyx Ashanti demonstrates "beatjazz" -- his music created with two handheld controllers, an iPhone and a mouthpiece, and played with the entire body. At TED's Full Spectrum Auditions, after locking in his beats and loops, he plays a 3-minute song that shares his vision for the future of music. Original Article
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Attractors is a simple puzzle game developed by The Game Kitchen with AccessAble Games as accessibility advisor. The game have a special accessibility options: no time limit, ability to restart a level at any time, change game speed, one switch mode, microphone control mode, high contrast ...
You can play for free at: http://www.thegamekitchen.com/attractor/ Also, you can download it for place on our own web site. Iredia, Atram's Secret AccessAble Games sponsors and participates in "Video Game Conference on Translation and Virtual Worlds and Accessiblity" My Green City, an accessible and ecological video gameMy Green City is a game developed by The Game Kitchen, who has enjoyed the cooperation of Accessible Games to get a special design and accessibility options such a on button control mode high contrast, game speed settings... The game is based on Star Salmah's universe, you can play for free on the web: www.salmahstar.com (by clicking on an icon on the bottom of the page.) Switch Glove In Accessible Games we also work to create new solutions to make video games more accessible, either working with game developers and creating new accommodations for players, as is the case presented here. This is a glove with two small mesh, each in a finger, when you do contact equivalent to pressing a button. This glove is just one example of what can be done, because the mesh can be placed where you want, according to user needs.
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The 7th Annual Games for Health Conference in Boston, MA is May 17-19, now just over one week away!
Over three days we have scheduled over 100 talks covering a complete gamut of opportunities for videogames and videogame technologies in health and healthcare.
Registration fees will be rising soon. Register today and receive 10% off the current ticket price using the discount code BOST11.
To see schedules and register visit: http://bit.ly/gfh2011
FREE PASS OFFER To see if you qualify for our free pass for sensor-based developers and researchers visit: http://bit.ly/mLR3De
CONFERENCE HIGHLIGHTS Three days featuring 120+ speakers and over 80 talks, two networking receptions, contests, group activities, and more.
Day 1 Keynote Positive Psychology -> Positive Computing -> Positive Videogames Dr. Martin Seligman, The Positive Psychology Center, University of Pennsylvania Day 2 Keynote "The Last Mile Doesn't Have to be the Hardest: Solving Problems Between Games and Health" Dr. Roni Zeiger, Google Featured Talk "Gaming Your Way to a Healthier Lifestyle" by Shellie Pfohl, Executive Director, The President's Council on Fitness, Sports and Nutrition A games for health briefing by the Centers for Disease Control (CDC) A panel on gamification ideas applied to various issues in health, including exercise, and healthy living GameShare - A special project and presentation developed with Ben Heckendorn of BenHeck.com To see the latest scheduled sessions please visit: http://www.gamesforhealth.org/index.php/conferences/gfh-2011/sched201-block/
For up-to-date conference information please visit: http://www.gamesforhealth.org/index.php/conferences/gfh-2011/
GAMES FOR HEALTH FEATURES THREE DAYS OF EVENTS...
May 17: Pre-conference Events & Workshops May 18-19: 7th Annual Games for Health ConferenceMultiple tracks of great content including... - Open Content Tracks
- Exergaming & Active Gaming
- Cognitive & Emotional Health
- Sensorimotor Rehab
- Nutrition & Games
- Social Games & Virtual Worlds
- Sensor Games for Health
The 7th Annual Games for Health Conference is just over two weeks away. Registration fees will be rising soon. Register today and receive 10% off the current ticket price using the discount code BOS11. To see schedules and register visit: http://bit.ly/gfh2011 ABOUT GAMES FOR HEALTHFounded in 2004, the Games for Health Project supports community, knowledge, and business development effortsto use cutting-edge games and game technologies to improve health and health care. The Pioneer Portfolio of the Robert Wood Johnson Foundationis the lead conference sponsor and a major supporter of the Games for Health Project. To date, the project has brought together researchers, medical professionals, and game developersto share information about the impact games and game technologies can have on health, health care, and policy. A major effort of the Games for Health Project is the annual Games for Health Conference. Over three days, more than 400 attendees will participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition, and health education. The Games for Health Project is produced by the Serious GamesInitiative, a Woodrow Wilson International Center for Scholarseffort that applies cutting-edge games and game technologies to a range of public and private policy, leadership, and management issues.
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posted Apr 13th 2011 2:01pm by Mike Nathan at hackaday.com 
The world can be a pretty difficult place to navigate when you lack the ability to see it. There are many visually impaired people across the globe, with some figures claiming up to 40 million individuals affected. While walking canes and seeing-eye dogs can be a huge help, [Anirudh] of Multimodal Interactions Group, HP Labs India, and some students at the College of Engineering in Pune, India (COEP) have been hard at work constructing a haptic navigation system for the blind. [Anirudh Sharma and Dushyant Mehta] debuted their haptic feedback shoe design during an MIT Media Lab Workshop hosted at COEP. In its current form, Google Maps and GPS data is sourced from an Android device, which is fed to an Arduino via Bluetooth. The Arduino then activates one of four LEDs mounted on a shoe insert that are used to indicate which direction the individual should travel in order to safely reach their destination. While the current iteration uses LEDs, they will be swapped out for small vibrating motors in the final build. We’re always fans of assistive technology hacks, and we think this one is great. The concept works well, as we have seen before, so it’s just a matter of getting this project refined and in the hands shoes of those who need it. Stick around for a quick video about the project filmed at the MIT/COEP event.
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Posted by Stephen Yang - www.exergamelab.org
BLAZE and Fitness First have unveiled the U-Move nunchuk peripheral that has a pedometer built in that shows the number of steps you take while playing and it can also act as a Speed-Mediated ExerGaming - (SMEG) peripheral. According to the press release, the faster you move (jog in place), the faster your character goes. Now this concept is not new as we've seen Gamercize (MMEG), jOG [formerly New Concept Gaming and now currently Sciatech] (MMEG), Expresso Bike (SMEG) and slew of other examples in the ExerGaming Bike Bonanza Round-Up.
It would appear (until we have a teardown) that U-Move essentially uses the triaxial accelerometer in the nunchuk to activate the thumbstick on the Wii Mote. Now this looks to be the same mechanism as jOG has, and for some games I think it would be fun, but for FPS games I'm not so sure it works as well. I guess most serious FPS gamers aren't using a Wii ...but you never know.
Points 2 Ponder (P2P)
• In the video (embedded) they say that if you stop moving you lose your energy, but did they mean to say that your character stops moving? • One big difference between Gamercize and U-Move is that the game (with U-Move) continues even if you cannot move your character. Gamercize's mechanism puts the game into pause so nothing can happen to your character if you stop moving.
ExerGame Lab's ExerGaming Categories MMEG - Movement-Mediated ExerGaming (minimum threshold of movement required, no connection to on-screen play) NMEG - Non-Mediated ExerGaming (no connection to your on-screen play) SMEG - Speed-Mediated ExerGaming (the faster you move = the faster your character/vehicle moves) [Via Engadget:Blaze's U-Move controls your Wii, makes you jog to play effectively]
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Original article from Human-Computer Interaction written by Mathias Heilig, posted on March 15, 2011 at 11:19 am In our course “Blended Interaction”, Master’s students Michael Zöllner and Stephan Huber have been working on a very different approach to use the Microsoft Kinect. Since we liked their project so much and their helmet-mounted Kinect is such an eye-catcher (check out the video! J), we asked them to write about it for our blog. Here is what they wrote: NAVI (Navigational Aids for the Visually Impaired) is a student project aiming at improving indoor navigation for visually impaired by leveraging the Microsoft Kinect camera, a vibrotactile waistbelt and markers from the AR-Toolkit.While the “white cane” is a good tool to improve navigation for visually impaired, it has certain drawbacks such as a small radius or that it just detects objects that are on the ground (during typical use).We wanted to augment the visually impaired person’s impression of a room or building by providing vibro-tactile feedback that reproduces the room’s layout.  picture above - The vibrotactile waistbelt For this, depth information from the Kinect is mapped by our software onto three pairs of Arduino LilyPad vibration motors located at the left, center and right of the waist. These pairs of vibration motors are hot glued into a fabric waist belt and connected to an Arduino 2009 board. To increase the impact of the vibration motor they were put into the cap of a plastic bottle. The Arduino in the waist belt is connected via usb to a laptop that was mounted onto a special backpack-construction, which has holes for cables and fan.  picture above - The special backpack-construction to hold the laptop To support point-to-point navigation usually a seeing-eye dog is used. This dog however must be trained for certain routes, costs a lot of money and gets tired soon. In certain research projects GPS is used to provide this point-to-point navigation, however GPS is not applicable for indoor scenarios.  pictures above - The kinect camera mounted on a socket built with Sugru (http://sugru.com) and fixed with duct tape We wanted to utilize the rgb camera of the Kinect, so we put several markers of the AR-Toolkit on the walls and doors of our building thereby modeling a certain route from one room to another. The markers are tracked continuously all along the way and our software provides synthesized auditory navigation instructions for the person. These navigation instructions vary based on the distance of the person to the marker (which we get from Kinect’s depth camera). So for example, if you walk towards a door the output will be “Door ahead in 3”, “2”, “1”, “pull the door” where each part of the information depends on the distance to the marker on the door.  pictures above - The battery pack to power our mobile kinect camera  picture above - The debug view of the software helped us tune the parameters for depth processing
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On May 18-19 join hundreds of game developers, health professionals, and leading researchers to discover, brainstorm, and debate how videogame and videogames technologies can work to improve health & healthcare. 
This is the largest Games for Health to date with a great opening keynote from Dr. Martin Seligman, Director of the Positive Psychology Center at the University of Pennsylvania. His opening talk “Positive Psychology>Positive Computing>Positive Videogames” is one of over 60 talks planned for the three day event. REGISTER TODAY! http://www.regonline.com/gbew2011 Enter BOST11 and get 10% off any registration! For up-to-date conference information please visit: http://www.gamesforhealth.org/index.php/conferences/gfh-2011/ THREE DAYS OF EVENTS... May 17 Pre-conference Events & Workshops * Out & About II : Mobile Serious Games * Ludica Medica I : Game-based Medical Modeling, Simulation & Education * Enabled Play : 4th Annual Games Accessibility Day May 18-19 7th Annual Games for Health Conference Five Tracks of Content: * Open Content Tracks * Exergaming & Active Gaming * Congitive & Emotional Health * Sensorimotor Rehab * Nutrition & Games * Social Games & Virtual Worlds To see the latest scheduled sessions please visit: http://www.gamesforhealth.org/index.php/conferences/gfh-2011/sched201-block/ 
ABOUT GAMES FOR HEALTH Founded in 2004, the Games for Health Project supports community, knowledge, and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Pioneer Portfolio of the Robert Wood Johnson Foundation is the lead conference sponsor and a major supporter of the Games for Health Project. To date, the project has brought together researchers, medical professionals, and game developers to share information about the impact games and game technologies can have on health, health care, and policy. A major effort of the Games for Health Project is the annual Games for Health Conference. Over three days, more than 400 attendees will participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition, and health education. The Games for Health Project is produced by the Serious Games Initiative, a Woodrow Wilson International Center for Scholars effort that applies cutting-edge games and game technologies to a range of public and private policy, leadership, and management issues.
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This device, should it be mass produced, could offer an interesting therapeutic setting for working on table top activities and quickly and easily moving to reach activities. This device could be used to practice many activities of daily living, such as getting items from a cupboard, retrieving books off a shelf, replacing items, sorting, reading, and obviously simply playing games while working your arms. I'm excited to see where this device leads. View pictures and video below 
 
 
BendDesk is a curved interactive surface that combines a horizontal and vertical multi-touch surface seamlessly with a curve.
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For the launch of Xbox Kinect in Germany, seeper created an interactive projection mapping.
Set at the highly visible Stachus in central Munich, this project attracted hoards of participants. Immersed in the experience, users took part in epic particle ball games, sending fluids shooting three stories high. Together with guests, including Sylvie van der Vaart, we explored the limits of controller free gaming!
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This site is all about audio games. Most of these games only use sound. That's right, no visuals. AudioGames.net wants to promote, support, and inform the audio game community. There's a Mod section where you can learn how to modify audio games yourself. Create your own sounds, levels, and rules. In the community section of the site there's a forum and an audio review to hear what others think about a game. If you're blind or know somebody that is let them know there are lots of games waiting to be played and give a challenge. There is a long list of games to choose from, many are freeware, so try them and let Games4Rehab know what you think. 
AudioGames.net
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Turning Disabled Into Gamers, MIT Aims to Spread Robot Rehab BY ERIK SOFGE at POPULAR MECHANICS October 1, 2009 CAMBRIDGE, Mass. -- It sounds like nirvana for nerds: playing a video game while strapped to a robot whose only job is to get you a higher score. Can't move your Space Invaders-style ship fast enough to dodge that approaching wall? The motorized arm automatically kicks in, nudging the joystick until you've cleared the obstacle. But let's be clear about this: If you're undergoing robot therapy, something terrible has happened to you--a stroke, a spinal cord injury or possibly the onset of cerebral palsy. And what seems like a helpful robot is actually your opponent, since the goal of these games is to avoid machine assistance on the road to recovering your own motor functions. For the hundreds of patients across the country using rehabilitative robots developed by MIT, the results have been staggering. Not only has recovery accelerated, but at least one study of stroke victims indicates that the benefits continue even after the robot therapy is over, as the brain continues to rewire itself.
But here in MIT's Newman Lab for Biomechanics and Human Rehabilitation, these robot therapists look more like advanced video-game controllers than worthy opponents. A handle comes attached to a long metal arm, which is wired to a dedicated monitor. And each model is highly specialized: The first one I grip tests your ability to move your arm laterally, working your shoulder and elbow; another focuses solely on wrist movements. While most testing now occurs out-of-house in clinical settings and ongoing trials, the researchers here face a crucial test being run by the Department of Veterans Affairs. The multisite trial includes three groups of stroke victims, one of which is using robots, while another receives traditional care, which often focuses on coping with impaired movement, rather than recovering from it. The third group is undergoing a kind of hybrid therapy, where human physical therapists more or less act like robots, assisting patients' movements during various games.
"Apparently, this hasn't been easy on the physical therapists," says Hermano Igo Krebs, principal research scientist at MIT's Department of Mechanical Engineering. "It's a highly aerobic activity for them." That's not because the robots are particularly strong--according to Krebs, they're generally built to be capable of 28 newtons, or roughly the same strength as a "weak woman." Since these devices aren't working out muscles, but attempting to restore synaptic connections, there's no need for additional force. In fact, to build successful rehabilitative robots, MIT had to develop machines whose first priority wasn't to push back, but to get out of the way.
Krebs compares most robots to a car in low gear. When you're heading uphill, shifting into first gear makes sense. But once you're driving downhill, the car is actually resisting gravity, restricting your speed. Likewise, robots are generally built for performance, and even robotic toys rely on sensors to avoid either slapping their human owners around or burning out their motors against us. On assembly lines, potentially lethal industrial robots are built to freeze the instant anyone crosses nearby laser boundaries. Building robots that instantly shift between zero resistance and even a minor amount of force is an ongoing technical challenge.
To Neville Hogan, the Newman lab's director, these devices represent the early stages of "contact robotics," or robots that can physically interact with humans. "We're treating the rehabilitation application as a flagship, a first pass at contact robots," he says. Along with the obvious benefits of helping seriously impaired patients recover, the advantage of starting with rehabilitation is that it's easier. Compared to a mechanical dance partner, he explains, a robot that's not very strong, doesn't have to move very fast and focuses on a given limb segment is actually achievable.
Since MIT's first successful robotic therapy study was completed in 1994, the field has expanded rapidly in the United States. As these devices become more sophisticated, they could lead to Jetsons-inspired wish fulfillment--robot maids that may or may not backtalk you, but certainly won't accidentally tear your head off while folding the laundry. In Japan, where scientists are hoping to head off a looming healthcare crisis due to a steady rise in the country's elderly population, contact-capable robots are becoming a priority. Researchers at the University of Tsukuba are hoping to commercialize a robotic suit that can enhance its user's movements, allowing the disabled to become more mobile. But there's a difference between a contact robot that helps you, and one that provides therapy. The devices built by MIT, as well as by universities around the country, aren't designed to hold your glass of water, but to improve your natural ability to grasp any object. According to Krebs, studies have shown that when robots provide specific assistance, patients tend to get lazy, and rely even more heavily on the machine.
The recipe for successful robot rehab, in other words, is deception. By playing a video game, patients aren't simply becoming frustrated with their impairment, waiting for the robot to rescue them. They want to move that little spaceship, or hit a target, and avoid any machine intervention. And as the user's brain continues to heal and their ability improves, the robot keeps pushing them, requiring faster movement, giving them a smaller window to act before it steps in. The games, which are coded in-house, are extremely simple, with no direct correlation to specific activities or real-world challenges. Originally, the lab had developed more of an immersive, virtual-reality environment, but that approach was quickly scrapped. "It confused them," Krebs says. "These are sick people. They have many serious problems. They would simply get lost."
Since the goal of a given session might be to have a patient attempt 1024 movements, most of the games are about as basic as you can get, reminiscent of the Atari 2600. For children with cerebral palsy, the researchers bumped up the graphics, and included rockets and lasers. While Krebs imagines having to increase the complexity of the games in the future, the lab is already experimenting with online gaming. One system allows users to arm-wrestle across the Internet, and as robotic therapy becomes more commonplace, goals are to install devices in patients' homes, and add additional social networking features.
Hogan estimates that within two to three years, some form of robotic therapy could be available in every major rehab clinic in the country. "If the VA trial is successful, that could lead to Medicare reimbursement," he says. Results of that trial could be released as early as 2009. In the meantime, there are other milestones to chase: One of the machines here at the lab is designed to be harnessed to a rat, to help it steer around real-life obstacles while under the influence of various drugs. A little grotesque, maybe, but if that's what it takes to get a robot maid--namely, a few sloppy rats pushed around by their bossy robot overlords--then let the games begin. POPULAR MECHANICS
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from gamefwd.org Written by Brian J. Papineau Like many gamers that live with physical disabilities, I have had my fair share of difficulty with many of the non-traditional control schemes that have become synonymous with Wii software since the console was launched almost three years ago.
Whether coming to grips with the Nunchuck attachment or simply using the pointer of the Wii Remote, sometimes it has been difficult and frustrating for me to play Wii because of the limited dexterity of my left hand associated with Cerebral Palsy and the Arthritis in my hands and arms. I wanted to share a few simple tricks that I use to help me enjoy playing Wii, even on days that my body doesn’t want to co-operate. More…
From the time we brought our Wii home on launch day, I had problems using the Nunchuck attachment. It became apparent to me that over the years I had spent learning to use game controllers with my left hand, I had become used to having my right hand providing both resistance and support. To this day, I still have trouble pushing up on the analog stick and end up just tilting the Nuchuck down because my right hand is not holding the controller in place.
I have tried a couple of things to help alleviate this. First, though I am right-handed, I tried swapping the Wii Remote to my left hand so I could use the analog stick and small C button with my good hand. This setup reminded me of the way I learned to use an N64 controller “left-handed” and it is how I played through most of Super Mario Galaxy.
Now, I do find it tough to use the pointer extensively and reach the 1 and 2 buttons with my left hand, but for me it was an extremely simple solution to a very frustrating problem and it has allowed me to play and complete quite a few games.
Something else I learned to do early on while struggling with The Legend of Zelda: Twilight Princess was to use my leg to stabilize my left hand. I simply rest my left hand on the side of my leg to stabilize it and prevent it from just moving through the air. I find that this also helps me grip the analog stick better with my thumb. It still feels unnatural to play games with my hands so far apart, but it works most of the time.
I actually have idea for an attachment that would basically be an arm/wrist rest that hooks over your leg. I think my problem with pushing the Nuchuck through the air stems from weakness in my elbow and forearm and that resting my left arm/wrist on something allows my hand to grip harder.
While the lefty flip method works for some games, there are obviously others it is not practical for. The Trauma Centergames are some of my favourites on the DS, but the Wii versions proved to be difficult for me to control because of extensive Nunchuck use that needed to be executed with precision and pointer-heavy gameplay that I needed to use my right hand for.
My solution here is the Wii Zapper accessory. It lets me turn the Wii Remote and Nunchuck into a single, two-handed controller that allows me to better use the analog stick. It also lets me guide the pointer with my right hand and though using the A and B buttons in concert took some getting used to, I found that this also provides me with greater pointer stability.
When I’m having a day that sees me struggling with Arthritis pain, even holding up the Wii Remote and keeping it still enough to use its pointer can be difficult. While the Wii Zapper is great for games that require a Nunchuck, it isn’t very comfortable and it’s impractical for games that use only a Wii Remote or genres like third-person action that tend to require shaking the Wii Remote and/or Nunchuck.
An accessory like the Nyko Perfect Shot is affordable and allows for a more ergonomically sound grip on the Wii Remote while allowing free movement of both the pointer and Nunchuck attachment. The drawback here is that using the A and B buttons at the same time is virtually impossible with one hand.
Of course, the pistol can be gripped with both hands in the case of Wii Remote-only games like Zack & Wiki or my import copy of Another Code: R, which allows for operation of all the Wii Remote buttons and also for shaking, twisting and tilting of the controller. The Wii Wheel attachment is also effective as a two-handed grip for pointer-based games, though I tend to use it for something else.
When I was playing Super Paper Mario I grew to hate playing games for any extended length of time while holding the Wii Remote sideways “NES Style”. The controller is simply too small and the left side of it is very thin. I found it tough to grip it properly and my thumb would tend to slip off of the d-pad and accidentally hit the A or B buttons.
While the Wii Remote Jacket that Nintendo introduced some time later does help by creating a larger surface to grip on the left side of the Wii Remote, the right side is still small and quite often I’ll feel myself getting “Claw Hand” from trying to grip it, especially on days when my Arthritis is flared up. I find that the Wii Wheel not only makes the controller symmetrical, but slightly thicker as well, allowing me a more comfortable grip. It also makes the B button on the back easier to detect and it still allows for shaking, tilting and pointing.
The first thing I do when I play Wii software is check to see whether it supports the Classic Controller or GameCube controller. For many games it simply feels more natural to play on a traditional controller and I do whenever it is possible, which is sadly not nearly as often as I would hope. Many of the “traditional” Wii games like platformers are ported from, or simultaneously developed for the PS2 and/or PSP, so implementing a traditional control scheme on the Wii version should be easy enough for a developer.
While the Wii is arguably the least accessible home video game console ever produced for people with physical limitations or disabilities, adaptations can be made to make it more enjoyable for those of us that struggle with its standard control setup.
I would love to see Nintendo or a third party step up and actively try to make playing Wii more accessible, whether through specifically-designed accessories or by making traditional controls more standard. Nintendo has gone to great lengths to bring video games to a wider audience, now it’s time to bring it back to millions of gamers living with physical limitations and disabilities who grew up and learned to play with them.
gamefwd.org
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Hello friends of Games 4 Rehab, my name is Sean Kelley and I'm a C 3-4 quadriplegic. Years ago when Play Station 2 was the big name video game console out my friend got me a modified PS2 controller from QuadControl.com and I am now able to compete with my friends playing video games. I played MX vs ATV Unleashed, Tourist Trophy, and Hot Shots Golf. Now I have a Xbox 360 with a modified controller from the same company QuadControl.com and like it a lot. Most of the games I play are racing games like GRID, Dirt 2, and MX vs ATV. I've tried to play Call of Duty WaW and was not very successful. On games that both analog sticks are needed to play it is near impossible unless you or somebody you know that's good with electronics further modify the controller. For example the game MX vs ATV Reflex one analog stick controls the riders lean, forward, backward, right, left and the other stick controls the motorcycles turning. I was only able to control one or the other. After some time with the game and my frustration my buddy clipped some alligator wires on the correct wires to get both sticks working together. This is not ideal for some games but it definitely helped with MX vs ATV Reflex.
If you use another controller or you have some ideas to modify this controller I would like to hear about it as well as many other disabled. Xbox 360 user name: themxlab video of me playing MX vs ATV Reflex on Xbox 360
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If you have some head and neck movement the SmartNav is a great computer cursor and clicker device that will most likely get you playing on the computer. My name is Sean Kelley and I help the good people here at Games 4 Rehab where I can. I'm a C 3-4 quadriplegic and I use the Natural Point SmartNav daily for work and play on my computer. It's a simple device with a USB connection. It comes with the software program needed to get you going. I have mine set on top of my iMac, a reflective dot on a pair of glasses, and a KeySrtrokes onscreen keyboard. I also use a sip and puff switch to control the left and right clicker instead of the dwell clicking feature that come with the SmartNav system because I think I'm able to type faster that way.
When I play mouse operated games there are no problems using the SmartNav but if it's a game using the arrow keys on a keyboard it is more difficult or even impossible to do. check out their site here for more information and other possibilities video There are many quadriplegic and others that are disabled so if you use another device to get around on the computer I would like to hear about it. Some games I play on the computer and my high scores 3 D Pong: 20250 Blockout: 1517 Cunning Stunts:739.44 De-Animator: 145 Egypt Puzzle: 28370 Filler: level-36 86,584 Filler 2 - 38 91,294 Long Walk Home: 53 Math Attack: IQ -111 Matter: 940 Mercy Killing: 2865 Nordic Chill: 37478 Paintball: time: 62.42 score: 7,892,178 Panic: 15645 Pendulumeca: 2105 Quick Brick: 532,610 Ramps: 106620 Rat Shoot:35059 Screwball: 1400 Slingshot Santa: 348.3 Stickman Avalanche: 13192 W.R.A.X: 3780 Yeti Sports: 3051.62 also solitaire, chess, Plants vs. Zombies If you have any questions don't hesitate to ask. My user name is pulmyplug
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