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Hear We Go

A game for the Visually


Impaired

Sesha Sendhil Subramanian


Achyut Potheri Balaji
Le Tan Thanh
Tri Nguyen Minh
Table of Contents
1 Project Introduction......................................................................................................................2
1.1 Context..................................................................................................................................2
1.2 Background............................................................................................................................2
1.3 Problem.................................................................................................................................2
2 Project Details................................................................................................................................3
2.1 Synopsis.................................................................................................................................3
2.2 Game Play..............................................................................................................................3
2.2.1 Single Player modes.......................................................................................................3
2.2.2 Multiplayer mode..........................................................................................................4
2.3 Accessibility...........................................................................................................................4
3 Market Demand.............................................................................................................................5
3.1 Survey Analysis......................................................................................................................5
3.2 Market Analysis.....................................................................................................................5
4 Benefits..........................................................................................................................................5
4.1 For the Visually Impaired.......................................................................................................5
4.2 For Sighted people.................................................................................................................6
4.3 For MCYS...............................................................................................................................6
5 Qualifications and Experience.......................................................................................................6
6 Budget...........................................................................................................................................7
7 Timeline.........................................................................................................................................8
8 A Final word...................................................................................................................................9
9 Appendix........................................................................................................................................9

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1 Project Introduction

1.1 Context
In response to the MCYS’s RFP for games which educate and entertain PWDs, published in
the August issue of the World of IT Monthly, we would like submit this description of our
game, tentatively titled “Hear We Go", for the visually impaired.

1.2 Background
According to blah, visual impairment is the blahmost common impairment in the world and
over 6.5% of the people in the world are visually impaired. While in 2009 alone over 800
games were released for the sighted people, the visually impaired have had to make do with
only 400 releases over the past decade. We believe that VIPs are those who can benefit from
technology the most and this is in line with MCYS’s “Enabling masterplan”. Yet the visually
impaired community is left behind in this digital age. Hence, we came up with an idea of a game
to entertain, educate as well as help the visually impaired become independent in life.

1.3 Problem
One of the major challenges the visually impaired face is walking on the roads. In our times
almost any activity one does involves his/her walking on the roads. For example simple day-
to-day activities like grocery shopping, buying medicines etc. involve at least some amount of
commuting by foot and this is probably the toughest part of a visually impaired person’s
‘journey’ since there is always a greater chance of a friendly shop attendant helping him/her
at the store than a passer-by helping him/her navigate the street. Moreover, the streets are
also the most unsafe places for the visually impaired. In 2009 alone, over 200 million Visually
Impaired Persons (Hereafter referred to as VIPs) met with accidents on the streets, gullies
and boulevards of the world. Also, 75% of all the pedestrian accidents in Singapore in 2009
involved VIPs and the elderly.

Thus, we came up with this game, “Hear we go”, to help VIPs safely navigate the roads. Our
game can also help in educating the VIPs about the various ‘objects’ they may encounter in
the course of their journey in the game. The game is not targeted at any particular age group
and anyone with basic computer or game console knowledge can play it and have fun.

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2 Project Details

2.1 Synopsis
Game Title: Hear we go
Genre: Adventure
Mode: Single Player/ Multi Player
Platform: PC, MAC

Hear We Go features a fully audio game play also with basic 3-D graphics in which a visually
impaired player’s avatar moves around in any street or neighbourhood in Singapore. The game
is set to give a realistic experience of being on the roads with the map of Singapore being
constantly updated through the internet via Microsoft Mappoint and Google Maps[see
Appendix]. The player is aided by a GPS (Global Positioning Device) which gives directions
through voice commands. In the course of the player’s journey he/she might hear different
sounds like traffic, a dog barking, a thunder strike etc. and is required to identify these sounds.
The player can also view other information about the object or phenomenon as the game in also
linked with the database of the open-source encyclopaedia, Wikipedia.

2.2 Game Play

2.2.1 Single Player modes


 Free Roam
In this mode the player can move around the map as he wishes. Whenever there is an
intersection or there is more than one path that can be chosen, his GPS device informs
him and he can choose which path to take. The GPS device guides him by way of voice
commands and different sounds and scenarios will be played out, along the course of the
player’s journey, to which he\she has to react. The player can also learn more about the
object identified, as mentioned earlier. At any point of time, the player can switch to the
Hear I go mode described below.

 Hear I go
In this mode the player can enter any address in Singapore and the GPS device will guide
the player through voice commands. If the player misses a turn or so the GPS device will

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also calculate a new route. In this mode too different sounds and scenarios will be
played out just as in the Free Roam mode.
 God Mode
Armageddon is upon us. It’s raining meteorites from the skies. Planes are crashing into
neighbourhoods. The GPS device guides the player to the army rescue camp. However,
the GPS device will only function as long as the satellites are still up in the sky. Hence,
the player must be quick and cannot afford to make mistakes in following directions.
The player must also dodge the fireballs, planes, exploding man holes and other such
obstacles to get to the camp alive. The player must have acute sense of hearing and must
be accustomed to any sound that might be thrown at him. Players who successfully
complete this level will have their names put up on our Website.

2.2.2 Multiplayer mode


In this mode, the player can connect to the Hear We Go game server through the
internet and go on a free roam in the city where there will be other players Strolling too.
The player can interact with the other players by talking over the microphone and can
also engage in group walks.

2.3 Accessibility

 Vivid descriptions and distinctive sounds will be implemented in a 360 degree surround
sound system to help the visually impaired navigate through the game, hence, requiring
headphones which will be provided with each game.
 Directions can be given out by the GPS device in the game in 8 different languages
namely English, Chinese, Tamil, German, French, Hindi, Malay and Spanish
 Player can move about by means of either a keyboard or Joystick
 Our innovative AllNaVTM algorithm facilitates easy navigation by the player.
 When the GPS device tells the player to turn in a particular direction, the player
responds by either moving the joystick or the arrow keys on the keyboard.
 The movement is gradual as it would be by a Visually Impaired Person in real life
and when the player is in the correct orientation w.r.t the path, an audible sound
and vibration to the joystick(if device supports it) is given so as to give tactile
feedback.
 This is also very useful in cases where the road is not linear and slightly curves.
In such situations too the AllNaVTM takes over.

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3 Market Demand
3.1 Survey Analysis

From 23rd to 27th of September 2010, we conducted a survey and made a presentation to 300
members of Singapore Association of the Visually Handicapped (SAVH) to inquire into the
feasibility of the game. 278 (92.67%) patients stated they were interested in the game and
would like to buy it once it was released. Besides, all 6 interviewed doctors believed that the
idea of the game is practical. One doctor stated that “if the game is able to achieve what is
described in the presentation, their works would be greatly reduced because the daily lessons
could be incorporated into the game, which would definitely make teaching easier.” With these
facts, we are confident that we can make the game a success. Refer to appendix for some
questions we have used.

3.2 Market Analysis

Though the main audience for audio games with minimal graphics is primarily visually impaired
users, the market for video games is gradually taking more notice of audio games due to the
issue of game accessibility, hence increasing the production rate dramatically over the past few
years.
The community of players and developers strengthens with sites such as Audiogames.net, which
seems to imply that this new medium is in a very promising phase of expansion.
Recently, audio games have also become very interesting for the mobile gaming market since no
screen is needed.

4 Benefits
4.1 For the Visually Impaired
To give people with visual disabilities the chance to have access to multimedia games leads to
better inclusion and participation in society. This is in line with the Enabling MasterPlan
2007-2011

 Learn skills that can be applied in daily life i.e. navigating the roads and learning to
recognize different sounds.
 Entertain them and keep them active intellectually
 Help them be socially active through the multiplayer modes

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 Sharpen their hearing abilities and their reflexes
 Educate the visually impaired through the details embedded from the internet and
wikipedia

4.2 For Sighted people

The eye strains encountered with the normal games will be eliminated and sighted gamers will
also experience a thrilling aural challenge. This game would surely develop a great market for
sighted gamers.

4.3 For MCYS

If this game were to be successfully developed, it will be the first ever adventure game to be
developed in Singapore for the visually impaired.

Visually impaired persons from around the world can also play the game and this will, thereby,
help promote the name of MCYS and Singapore.

This game will bring attention to the visually impaired, informing the general public that the
persons with disabilities (PWDs) have not been forgotten.

5 Qualifications and Experience

Our team has specialized in Game Development and Educational Software Development
for the past few years. Our team is comprised of 4 well experienced designers who have
worked on many successful and well known projects in the past.

Sesha Sendhil Subramanian

 Project Leader
 Bachelor’s degree in Computer Science
 Specialization in Game Development
 Attended 24 months training at the Republic of Korea on an attachment to
NEXON
 Was the project leader in various award winning game projects such as
“WHERE R U”, “UP UP N AWAY!”

Le Tan Thanh

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 Chief System Analyst
 Bachelor’s degree in Information Systems
 Specialization in Networks and Communication
 Attended 24 months training at the Republic of Korea on an attachment to
NEXON
 Part of the team which produced award winning games like “WHERE R
U”, “THE WORD NOT TAKEN”.

Tri Nguyen Minh

 Chief Programmer
 Bachelor’s degree in Communication Media
 Specialization in Game Development
 Chief programmer of the team which developed award winning games
such as “WHERE R U” , “UP UP N AWAY” and “THE WORD NOT TAKEN”.

Achyut Potheri Balaji

 Chief Designer
 Bachelor’s degree in Communication Media
 Specialization in Human Computer interaction
 Part of the team which produced a report on the interaction between
Human and Computer Sound.
 Part of the team which developed award winning games such as “WHERE
R U” , “MOBIUS FACTOR”.

6 Budget

Categories Cost (SGD)


Product manufacturing 50,000
Testing (Version 1.0) 40,000
Testing (Versions 0.1 and 0.2) 12,000
Infrastructure (multiplayer servers) 8,000
Product Packaging 20,000
Dolby Digital Surround Headphones 5,000
Publicity 30,000
Grand total 185,000

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Explanatory notes:
Product manufacturing: The processes involved in the making of our product, including
planning, programming, and designing.

Testing(Version 1.0): The final testing phase of our product, which aims at the mass community.

Testing(Versions 0.1 and 0.2): The first 2 testing phases of our product, aiming at a small number
of users, to improve the features of the product.

Infrastructure (multiplayer servers): The platform that allows our game’s users to play online.

Product Packaging: Since our game will be distributed in the form of software, we need to
conduct the packaging process. This would be done through our contract with a packaging firm.

Dolby Digital Surround Headphones: The headphones are necessary for best utilisation of the
software’s inbuilt sounds. We have signed a two year contract with pleomax to supply us with
these digital headphones.

Publicity: Our advertising activities.

7 Timeline

We plan to be working on different parts of the project simultaneously. Programming for the
next version of the game will be started based on inputs from the programmers of previous
versions as well as testers in such a way that the process might overlap with the testing period
of the previous version. As a result of this overlap, the overall length of the project is expected to
be around 130 days.

Task Name Duration


Gather Information 5 days
Preliminary Design 5 days
Final Design 10 days
User Interface Design 5 days
Programming Version 1 21 days
Testing 7 days
Programming Version 2 30 days
Testing 14 days
Programming Final product 30 days
Testing 21 days
Beta Release 14 days
Final Product Release 1 day

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8 A Final word

In conclusion, we would like to restate our confidence in the feasibility of the product. We
believe that our current resources and the financial support from the MCYS would assure the
successful implementation of our project. In return, this innovative online game would enhance
the lives of visually impaired people, equipping them with essential skills when travelling on
roads, as well as providing users with great entertainment values. Our team, consisting of well-
qualified and dedicated members, ensures that our collaboration would yield fruitful results.
Hence, we would deeply appreciate sponsorship from MCYS, as it would lay a concrete
foundation to realise our game project-a project that is promised to improve the lives of many
visually impaired people in Singapore.

9 Appendix
Appendix A – Questionnaire sample and results for the survey from SAVH

Appendix B – Description of technical terms used

Appendix C – Curriculum vitae of the team members

Appendix D – Portfolio of previous projects

Appendix E – Detailed budget form

Appendix F – Detailed project timeline

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