WEBVTT - Talking Vision 728 Week Beginning 13th of May 2024

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<v S1>From Vision Australia. This is talking vision. And now here's

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<v S1>your host, Sam Coley.

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<v S2>Hello everyone. It's great to be here with you. And

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<v S2>for the next half hour, we talk matters of blindness

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<v S2>and low vision.

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<v S3>With blindness and low vision. You know, it may come

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<v S3>to any of us, so it's something that we need

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<v S3>to embed in as much of society as we can

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<v S3>so that everyone can access as much as they can.

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<v S3>And and a day like that really gives an opportunity

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<v S3>to kind of focus in on that.

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<v S2>Welcome to this special episode of Talking Vision. We're celebrating

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<v S2>Global Accessibility Awareness Day on the show this week, with

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<v S2>two interviews with people who have had a heavy involvement

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<v S2>in the accessibility sector, starting off with Doctor Scott Hollier,

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<v S2>the founder and CEO for the Center of Accessibility Australia,

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<v S2>and then followed by Polly Goodwin, a favorite of ours

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<v S2>on Talking Vision. She's recently come back from Japan, where

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<v S2>she's been presenting a workshop on audio description in gaming,

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<v S2>so make sure to stick around for both of those.

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<v S2>They're coming up right now. I hope you enjoy this

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<v S2>special Global Accessibility Awareness Day episode of Talking Vision. I

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<v S2>started the conversation with Scott by asking him to introduce

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<v S2>himself and the center for accessibility.

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<v S4>No worries. So the Center of Accessibility Australia was founded

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<v S4>in 2018. We really wanted to advocate and promote the

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<v S4>importance of digital access. So there's three main parts to

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<v S4>what we do. One is that we provide direct support

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<v S4>to people with disability, their families and carers in overcoming

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<v S4>digital access issues. So we have a free help desk service.

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<v S4>So if people want to know how to get, you know,

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<v S4>for example, a screen reader set up on their computer

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<v S4>or device of choice, we've got free resources online and

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<v S4>a free help desk that people can contact us to

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<v S4>help them with that. The second part of what we

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<v S4>do is around advocacy. So we run the Australian Access

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<v S4>Awards every two years to celebrate organisations doing good work

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<v S4>in this space. And the third part is our more

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<v S4>commercial services. So we have audits and training to support

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<v S4>organisations in making their content accessible. And in terms of

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<v S4>me personally, I'm the CEO of centre for Accessibility Australia.

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<v S4>We're a few hats. Um, I also have an academic hat.

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<v S4>I teach a course around making content accessible and also

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<v S4>wear a hat with W3C, the organisation that produces web

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<v S4>accessibility standards. And I'm legally blind. So, um, both professionally

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<v S4>and personally, I can certainly relate to the importance of

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<v S4>digital access. And, um, we have 13 staff, uh, nine

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<v S4>of which have a disability in our organisation. So lots

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<v S4>of great lived experience to draw on.

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<v S2>It's great to have these sort of conversations with, you know,

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<v S2>other people with lived experience to sort of see their

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<v S2>perspectives as well, because, of course, blindness and low vision

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<v S2>is by no means a monolith. So there are a

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<v S2>lot of very diverse perspectives to contribute to an area

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<v S2>such as accessibility. And of course, we are celebrating Global

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<v S2>Accessibility Awareness Day on the 16th of May. So as

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<v S2>somebody with lived experience and somebody so heavily involved in

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<v S2>the accessibility sector, what does a day such as Global

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<v S2>Accessibility Awareness Day mean to you?

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<v S4>It means a lot, both personally and professionally. I think

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<v S4>the importance of a day like this is it does

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<v S4>give everyone and every organization, big or small, a chance

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<v S4>to say this is something that's really important and it's

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<v S4>something that gives us all a chance to say, here

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<v S4>are resources, here are the things we can do. This

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<v S4>is the difference we can make. And whether it's big

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<v S4>companies like Apple or Microsoft, which often put out new

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<v S4>products and releases on the day through to organisations like us,

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<v S4>we're launching a series of videos around the business case

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<v S4>of digital access and sharing really important tips and tricks. Um,

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<v S4>we've also been funded by the Australian Communications Consumer Action

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<v S4>Network to look at how to cancel a phone plan effectively.

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<v S4>So if some of your listeners are wondering if I

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<v S4>sign up to this phone plan, am I actually going

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<v S4>to be able to have an accessible way to get

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<v S4>out of it? And we're launching a resource thanks to

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<v S4>that Acon funding on Global Accessibility Awareness Day to provide

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<v S4>that information. So, you know, there's just really good opportunities

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<v S4>on a day like this to spread the word about

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<v S4>what is possible and how we can best make a difference.

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<v S2>Some people may be looking forward to the Round Table

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<v S2>conference that will be taking place a few days after

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<v S2>Global Accessibility Awareness Day, the Round Table conference in Perth

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<v S2>where the centre for accessibility is based. And of course,

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<v S2>you'll be presenting at that conference in regards to artificial

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<v S2>intelligence specifically and its role within the accessibility sector. So

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<v S2>I'm really keen to pick your brain about your thoughts

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<v S2>on AI and what it can offer.

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<v S4>Oh, it's a fantastic question. And, uh, it is a

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<v S4>great privilege to have the chance to speak at Round

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<v S4>Table and share a bit of information on this. So

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<v S4>one of the hats I wear with W3C, I'm part

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<v S4>of a task force called the Research Questions Task Force.

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<v S4>And it's like an advance scouting party where we look

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<v S4>at emerging technologies and try to provide international guidance on it.

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<v S4>And so some of the things that I'll be looking

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<v S4>at is connected to that work. I think the exciting

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<v S4>thing about AI from a disability standpoint is that we

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<v S4>can get some really great, fun, positive things that help

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<v S4>our independence. There are some great accessibility implications, but also, unfortunately,

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<v S4>there are some privacy and security things that can block

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<v S4>some of those benefits. So to start with the fun things,

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<v S4>I mean, one of the great things that has come

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<v S4>to my phone recently is the, uh, guided frame selfie camera.

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<v S4>So the fact that with my Google Pixel phone, I

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<v S4>can hold up my phone, it will tell me if

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<v S4>I've lined things up properly and then it will take

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<v S4>a photo of a selfie. So this is AI. In

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<v S4>a really simple, practical form. The AI figures out the image,

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<v S4>it figures out where my face is in it, and

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<v S4>it helps me to be able to take that selfie.

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<v S4>So that's from a fun, independent standpoint. That's a great feature.

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<v S4>But when we look further abroad, we need to consider

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<v S4>our everyday experiences in terms of finding information online. So,

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<v S4>for example, how effective is auto generated alt text on

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<v S4>web pages? Are there any browsers that can actually do

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<v S4>that on the fly, and if so, how good are they?

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<v S4>And all the way through to testing for accessibility online.

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<v S4>So we have automated testing. Tools that can check if

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<v S4>things are accessible, but do they really check much? Currently,

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<v S4>the tools can only check about 40% of the International

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<v S4>Web Content Accessibility Guidelines standard. But now that we're really

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<v S4>seeing huge evolution in AI, are these tools going to improve?

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<v S4>So I think the range of looking at what, from

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<v S4>a practical sense is there for us in AI, what

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<v S4>can be done in terms of improving our everyday experiences

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<v S4>as we navigate technology, and also in testing and evaluation?

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<v S4>How is that going? So these are some of the

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<v S4>topics that we'll be exploring at roundtable.

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<v S2>And Scott, it's really important to strike that fine balance

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<v S2>isn't it, with giving the app or the the phone

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<v S2>or the device your information so that it can fine

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<v S2>tune and streamline the information that it does give you

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<v S2>in regards to things like, you know, getting around on

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<v S2>public transport, I know there's a few apps that are

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<v S2>launching there that they want to know your location. They

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<v S2>want to know where you're going, how many times a

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<v S2>week you're going to that certain location. You know, some

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<v S2>people may be a bit wary about giving away that information,

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<v S2>but then it's also striking that balance of, okay, but

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<v S2>if you give the app that information, it can help

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<v S2>you get from point A to B if you don't

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<v S2>have the vision, perhaps to get around on public transport,

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<v S2>see street signs, or use a map in some capacity.

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<v S2>Because sometimes those map apps, they're not as accessible as

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<v S2>they should be. So what's your thoughts on that? Well, you're.

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<v S4>Absolutely right, Sam. I think those are really important aspects

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<v S4>as we join together a whole series of technologies around navigation,

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<v S4>and we've got all the tech that's been with us

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<v S4>for some time, but then we do have AI that

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<v S4>can provide those additional supports. So in terms of making

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<v S4>sure we do have the information we need in real time,

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<v S4>I can do some assessments around other communication technologies and

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<v S4>how to join all that together, and also making our

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<v S4>devices more conversational. I mean, we've seen recent releases like

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<v S4>The Humane Pin and the Rabbit one, which have had

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<v S4>very mixed reviews around their ability to have AI on

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<v S4>the go, which might be able to help us with

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<v S4>some of these things. But even though the technology is

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<v S4>very fledgling, I think it does show us that there

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<v S4>is interest in having something AI dedicated that can really

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<v S4>join all these things together, where we can be very

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<v S4>conversational in how we do things, and could open the

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<v S4>door to just significantly simplify some of these processes. So

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<v S4>I'm excited about the future. I do think that AI

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<v S4>has great opportunities, but as we've just discussed, there is

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<v S4>privacy concerns, there are security concerns, and sometimes we've seen

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<v S4>a step forward. So for example, a not vision related

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<v S4>accessibility benefit. Recently it has been people who are nonverbal,

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<v S4>who have been able to use a recorded voice or

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<v S4>sample their own voice before they lose it and can

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<v S4>now make phone calls with an iPhone. And that's a

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<v S4>huge step forward. And that's very exciting. But we're now

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<v S4>seeing a banking software and others on automated phone lines

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<v S4>blocking that opportunity because they detect an artificial voice and

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<v S4>have decided it's a scam. So this happens a lot.

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<v S4>We see a step forward for people with disability thanks

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<v S4>to AI, but then we see a step back because

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<v S4>it's assumed that there is some other purpose for what's

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<v S4>going on. And so this is, I think, always going

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<v S4>to be the balance that we have to have, you know,

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<v S4>how can we get the AI in the hands of

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<v S4>people with disability to make sure that it's we have

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<v S4>the benefits of it, that it really does help us,

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<v S4>that we can have that conversational interaction, but then we

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<v S4>don't want to block it because it's seen as there

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<v S4>could be some ulterior motive. So it's a bit of

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<v S4>a cat and mouse at the moment, but I'm broadly

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<v S4>excited about where it could go, for sure.

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<v S2>And that does open up, of course, a really wide

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<v S2>advocacy and awareness conversation that should be had and is

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<v S2>very important in amongst all of these discussions with artificial

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<v S2>intelligence and the accessibility benefits it can provide. So how

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<v S2>do you perceive that's going at the moment? What are

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<v S2>things like from an advocacy and awareness standpoint in regards

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<v S2>to those things, like the conversations that need to be

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<v S2>had with banks and other places like that? It's a great.

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<v S4>Question. I think one of the biggest challenges is representing

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<v S4>the arguments for digital access in the context of the organization.

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<v S4>So I think most of us who have lived experience

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<v S4>want digital access to happen because it supports our independence,

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<v S4>and it just seems like it's the right thing to do.

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<v S4>You know, we live in a global society. The internet's

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<v S4>a global medium. It just makes sense. We want to

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<v S4>have access to that and the independence associated with that.

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<v S4>But for a bank, they will look at things in

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<v S4>relation to a business case. So how can we argue

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<v S4>in other terms as well. And so things like the

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<v S4>spending power of people with disability is about $9 trillion.

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<v S4>And so that's something that the bank goes oh $9 trillion.

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<v S4>You know, we could be missing out on a lot

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<v S4>of customers. We could you know, if we're not doing

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<v S4>the right thing, then maybe there's some some impacts to

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<v S4>our bottom line. And whilst, you know, I don't want

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<v S4>to suggest that that's the only motivation for a bank, but,

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<v S4>you know, in terms of framing accessibility in those arguments,

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<v S4>you know, making sure that you have effective branding, we

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<v S4>know that when we get accessibility right, it doesn't just

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<v S4>help people. With disability. It helps everyone. I had an

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<v S4>example just recently where I was giving a workshop presentation

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<v S4>and the audio completely died, but because our videos that

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<v S4>we were showing had captions, people could still view the

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<v S4>screen and keep up with that. So it did have

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<v S4>some impacts in terms of people who are blind or

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<v S4>low vision in the room. But it did also highlight

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<v S4>the fact that because we had accessibility features enabled, it

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<v S4>did provide that benefit. So we see time and time

0:12:05.468 --> 0:12:08.108
<v S4>again that when we do make things accessible, it doesn't

0:12:08.108 --> 0:12:11.288
<v S4>just help people with lived experience, but it also helps everyone.

0:12:11.288 --> 0:12:15.338
<v S4>And so arguing the branding aspects, arguing the bottom line

0:12:15.338 --> 0:12:18.938
<v S4>aspects and also, you know, importantly arguing that it is

0:12:18.938 --> 0:12:21.758
<v S4>a really important thing to do. And the more we

0:12:21.758 --> 0:12:24.698
<v S4>bundle these arguments together, the better it gets. And you know,

0:12:24.698 --> 0:12:26.888
<v S4>a day like Global Accessibility Awareness Day is a great

0:12:26.888 --> 0:12:28.628
<v S4>tool to bring those things together.

0:12:28.628 --> 0:12:30.998
<v S2>And if people would like to know a little bit

0:12:30.998 --> 0:12:35.768
<v S2>more about your center for Accessibility Australia and perhaps get

0:12:35.768 --> 0:12:39.848
<v S2>in touch, what's the best way for people to do that?

0:12:39.848 --> 0:12:43.838
<v S4>Yeah. Um, we have a great website at accessibility.org. So

0:12:43.868 --> 0:12:46.028
<v S4>that's where we have our help desk section. So if

0:12:46.028 --> 0:12:48.698
<v S4>you are trying to get your accessibility features turned on

0:12:48.698 --> 0:12:50.768
<v S4>your device of choice, or you're not sure what features

0:12:50.768 --> 0:12:53.888
<v S4>are available to support people with different disabilities such as vision,

0:12:53.888 --> 0:12:56.888
<v S4>then there is a great resource, step by step resource there.

0:12:56.888 --> 0:12:58.508
<v S4>And we also have that free help desk that people

0:12:58.508 --> 0:13:00.728
<v S4>are welcome to contact us on and we can provide

0:13:00.728 --> 0:13:03.968
<v S4>some support there. Also, if you are having conversations with

0:13:03.968 --> 0:13:08.078
<v S4>people around how to make content accessible in our projects menu,

0:13:08.108 --> 0:13:10.808
<v S4>we have a section called Understanding Accessibility and we have

0:13:10.808 --> 0:13:13.898
<v S4>a six part resource there free resource to walk people

0:13:13.898 --> 0:13:16.808
<v S4>through how they can make their content accessible, going through

0:13:16.808 --> 0:13:19.448
<v S4>the Web Content Accessibility guidelines. So there's a great free

0:13:19.448 --> 0:13:22.298
<v S4>resource there as well. But ultimately, if we can be

0:13:22.298 --> 0:13:24.878
<v S4>of help, please just reach out and contact us. So

0:13:24.878 --> 0:13:29.588
<v S4>our main email address is admin at accessibility Orgo. So

0:13:29.588 --> 0:13:34.028
<v S4>admin accessibility Orgo. And we just love to hear from you.

0:13:34.028 --> 0:13:36.338
<v S4>So um please feel free to get in touch.

0:13:36.338 --> 0:13:41.258
<v S2>Okay. Fantastic. I've been speaking today with Doctor Scott Hollier,

0:13:41.258 --> 0:13:46.538
<v S2>founder and CEO of the center for Accessibility Australia, here

0:13:46.538 --> 0:13:50.468
<v S2>to chat to me all about Global Accessibility Awareness Day,

0:13:50.468 --> 0:13:56.948
<v S2>but also wide ranging conversations around artificial intelligence and its

0:13:56.948 --> 0:14:07.788
<v S2>potential benefits and drawbacks. I'm Sam Kelly and you're listening

0:14:07.818 --> 0:14:13.008
<v S2>to Talking Vision on Vision Australia Radio, associated stations of

0:14:13.008 --> 0:14:17.898
<v S2>the Reading Radio Network, and the Community Radio Network. I

0:14:17.898 --> 0:14:21.768
<v S2>hope you enjoyed that conversation there with Doctor Scott Hollier

0:14:21.768 --> 0:14:26.388
<v S2>from the centre for accessibility. If you missed any part

0:14:26.388 --> 0:14:29.688
<v S2>of that conversation with Scott or you'd love to listen

0:14:29.688 --> 0:14:33.558
<v S2>to it again, talking vision is available on the Vision

0:14:33.558 --> 0:14:41.088
<v S2>Australia Radio website at VA radio.org. That's VA radio.org. You

0:14:41.088 --> 0:14:43.998
<v S2>can also find the program on the podcast app of

0:14:43.998 --> 0:14:48.588
<v S2>your choice or through the Vision Australia library. And now

0:14:48.588 --> 0:14:53.898
<v S2>coming up next we're hear from audio description specialist Polly Goodwin.

0:14:53.958 --> 0:14:58.998
<v S2>Polly's recently been in Japan presenting an interactive talk and

0:14:58.998 --> 0:15:03.918
<v S2>workshop on audio description in gaming, and I started the

0:15:03.918 --> 0:15:08.508
<v S2>conversation with Polly by asking about the workshop and how

0:15:08.508 --> 0:15:09.048
<v S2>it went.

0:15:09.078 --> 0:15:13.818
<v S3>Yes, that's right. So the Audio Engineering Society has put

0:15:13.818 --> 0:15:18.498
<v S3>on a conference focusing on audio for games, and I've

0:15:18.498 --> 0:15:22.248
<v S3>been working on a project with Doctor Xiaokangzhang, who's based

0:15:22.248 --> 0:15:25.458
<v S3>in the UK, and she's run a project called Adi

0:15:25.458 --> 0:15:29.508
<v S3>for games. So looking at can audio description make video

0:15:29.508 --> 0:15:32.658
<v S3>games accessible. So she pulled me in to do some

0:15:32.658 --> 0:15:35.268
<v S3>audio description on part of her project, and we thought

0:15:35.268 --> 0:15:38.898
<v S3>that this particular conference would be a really exciting space

0:15:38.898 --> 0:15:42.648
<v S3>to kind of introduce the concept to the sort of

0:15:42.648 --> 0:15:46.728
<v S3>people who might be able to implement audio description in games,

0:15:46.728 --> 0:15:50.208
<v S3>i.e the people who are making sound for games. So

0:15:50.208 --> 0:15:54.228
<v S3>we ran a workshop and basically we talked a bit

0:15:54.228 --> 0:15:57.708
<v S3>about the project and then did a simulation of the

0:15:57.708 --> 0:16:01.218
<v S3>experiment that we ran with our participants who are blind

0:16:01.218 --> 0:16:04.698
<v S3>or have low vision, and we simulated this by having

0:16:04.698 --> 0:16:10.068
<v S3>sighted participants able to see the game and the non-sighted participants.

0:16:10.068 --> 0:16:12.498
<v S3>We rendered them non sighted by having their backs to

0:16:12.498 --> 0:16:14.778
<v S3>the screen. So we tried to kind of copy it

0:16:14.778 --> 0:16:16.848
<v S3>and we had really similar results.

0:16:17.478 --> 0:16:21.108
<v S2>Oh wow. Okay, so um, tell us a bit about

0:16:21.108 --> 0:16:25.908
<v S2>those results. What were the most interesting findings from the workshop?

0:16:26.298 --> 0:16:28.818
<v S3>The huge thing for me, I think so the idea

0:16:28.848 --> 0:16:33.498
<v S3>Zhongjiang has been working on different steps of where and

0:16:33.498 --> 0:16:37.458
<v S3>how audio description could happen. And the step I worked

0:16:37.458 --> 0:16:42.378
<v S3>on with her was let's have an audio describer move

0:16:42.378 --> 0:16:44.988
<v S3>gameplay along so they've got control of the joystick or

0:16:44.988 --> 0:16:49.548
<v S3>the mouse and their audio describing what they're seeing. And

0:16:49.548 --> 0:16:52.548
<v S3>players who are blind or have low vision are giving

0:16:52.548 --> 0:16:55.548
<v S3>instructions as to how they want the game to proceed.

0:16:55.908 --> 0:16:59.448
<v S3>So started off, I was super prepared. I had an

0:16:59.448 --> 0:17:02.688
<v S3>audio introduction for them to tell them everything, and I

0:17:02.688 --> 0:17:06.948
<v S3>was very much in my professional audio describer persona, so

0:17:06.948 --> 0:17:10.008
<v S3>I wanted to remain objective. I wanted to not bring

0:17:10.008 --> 0:17:13.218
<v S3>my own perspectives in, not be biased one way or

0:17:13.218 --> 0:17:17.088
<v S3>the other, or influence the game and all of the experiments.

0:17:17.088 --> 0:17:19.698
<v S3>It became really clear that that's not at all the

0:17:19.698 --> 0:17:23.628
<v S3>vibe that our players wanted. So it evolved really quickly

0:17:23.628 --> 0:17:28.608
<v S3>into quite a different interaction. So I was part of

0:17:28.608 --> 0:17:31.998
<v S3>the game, so we were all playing together and we've

0:17:31.998 --> 0:17:35.208
<v S3>called this co playing the idea that the describer. Yes,

0:17:35.208 --> 0:17:38.358
<v S3>has that slightly additional role of describing what's happening visually.

0:17:38.358 --> 0:17:41.148
<v S3>But we're all as a team making decisions based on

0:17:41.148 --> 0:17:44.328
<v S3>that information about how we want to go forward. So

0:17:44.328 --> 0:17:46.398
<v S3>it was a lot more fun for me because I

0:17:46.398 --> 0:17:49.818
<v S3>got to be quite opinionated. But it was yeah, I mean,

0:17:49.818 --> 0:17:51.768
<v S3>a real change of direction for me. I'm very used

0:17:51.768 --> 0:17:54.918
<v S3>to having everything organized, set up and a script to

0:17:54.918 --> 0:17:57.948
<v S3>work from, literally. So this was a lot more free style.

0:17:57.948 --> 0:18:02.988
<v S2>And there were three different components to the workshop. So

0:18:02.988 --> 0:18:06.738
<v S2>for our listeners out there, those three components, they were

0:18:06.738 --> 0:18:10.818
<v S2>recorded audio description of a game playing video. And then

0:18:10.818 --> 0:18:13.878
<v S2>you had live audio description of a game streaming session

0:18:13.878 --> 0:18:18.618
<v S2>and live audio description of an audio described playing the game.

0:18:18.618 --> 0:18:22.398
<v S2>So were there any sort of observations between those three

0:18:22.398 --> 0:18:25.608
<v S2>that changed, and what sort of stage did people, I guess,

0:18:25.608 --> 0:18:28.308
<v S2>respond to the best, or you got the most sort

0:18:28.308 --> 0:18:29.898
<v S2>of interaction from?

0:18:29.898 --> 0:18:32.958
<v S3>I think really it is that last one. So having

0:18:32.958 --> 0:18:37.638
<v S3>that audio describer, playing the game whilst audio describing, and

0:18:37.638 --> 0:18:39.738
<v S3>it is because of exactly what you said, it's because

0:18:39.738 --> 0:18:43.218
<v S3>that achieved an interaction that those earlier experiments where we

0:18:43.218 --> 0:18:47.418
<v S3>had in the first instance, somebody recording somebody playing a

0:18:47.418 --> 0:18:50.058
<v S3>game and then describing that. So it's really like kind

0:18:50.058 --> 0:18:52.428
<v S3>of a watch a thon type model, which are also

0:18:52.428 --> 0:18:56.268
<v S3>really enjoyable. But there's nothing that you as a participant

0:18:56.268 --> 0:18:59.598
<v S3>can do to influence what's happening in the game. And

0:18:59.598 --> 0:19:02.688
<v S3>the second that someone describing it live but still no

0:19:02.688 --> 0:19:05.518
<v S3>opportunity for a player. To interact. So it was really

0:19:05.518 --> 0:19:07.738
<v S3>that third one that kind of hit the sweet spot

0:19:07.738 --> 0:19:10.138
<v S3>where we were looking at. Yeah, we're all talking together.

0:19:10.138 --> 0:19:12.118
<v S3>We're all in this space. What should we do with

0:19:12.118 --> 0:19:13.828
<v S3>our game? How should we progress it?

0:19:13.948 --> 0:19:17.548
<v S2>What do you see as the future for these sort

0:19:17.548 --> 0:19:21.178
<v S2>of things in terms of audio description for gaming, where

0:19:21.178 --> 0:19:24.418
<v S2>do you see that heading in the future and what

0:19:24.418 --> 0:19:27.718
<v S2>sort of needs to happen to provide the audio description

0:19:27.718 --> 0:19:31.048
<v S2>that players who are blind or have low vision do require?

0:19:31.138 --> 0:19:34.168
<v S3>I think there's three parts that can and should all

0:19:34.168 --> 0:19:37.648
<v S3>happen simultaneously. So the first one sits very much with

0:19:37.648 --> 0:19:40.378
<v S3>the game developers, and there's a lot they can already

0:19:40.378 --> 0:19:44.758
<v S3>do to make games accessible using audio description and other tools.

0:19:44.758 --> 0:19:47.428
<v S3>So even things like making sure text to speech is

0:19:47.428 --> 0:19:51.028
<v S3>working with your heads up menu, giving options around font

0:19:51.028 --> 0:19:54.988
<v S3>size and contrast. And there are games starting to do this,

0:19:54.988 --> 0:19:58.888
<v S3>so that's one. The second one is one of the

0:19:58.888 --> 0:20:01.648
<v S3>outputs of the ad for games project is going to

0:20:01.648 --> 0:20:06.208
<v S3>be some guidelines aimed at non-professional audio describers, so that

0:20:06.208 --> 0:20:08.908
<v S3>they feel comfortable and able to with their friends who

0:20:08.908 --> 0:20:11.638
<v S3>are blind or low vision or play together. Just give

0:20:11.638 --> 0:20:13.948
<v S3>them basic prompts about you know, how you can help

0:20:14.068 --> 0:20:17.338
<v S3>the audio describe something, because the model where you have

0:20:17.338 --> 0:20:21.118
<v S3>a professional describer coming in to play a video game

0:20:21.118 --> 0:20:23.608
<v S3>with a group of people, that's great and that's fun,

0:20:23.608 --> 0:20:26.008
<v S3>but it involves a lot of setup and it's costly,

0:20:26.008 --> 0:20:27.718
<v S3>all of those things. So how do we make it

0:20:27.718 --> 0:20:30.358
<v S3>so that everyone and anyone can do it? And then

0:20:30.358 --> 0:20:32.938
<v S3>the third one is the step that the ad for

0:20:32.938 --> 0:20:35.878
<v S3>games project is moving on to next, which is how

0:20:35.878 --> 0:20:39.478
<v S3>can we embed audio description in the hardware and software

0:20:39.478 --> 0:20:42.118
<v S3>of the game? And for me, this was really fascinating

0:20:42.118 --> 0:20:46.048
<v S3>going to the AAS conference, because there were experts talking

0:20:46.048 --> 0:20:50.968
<v S3>about the amazing things they're doing about making 3D audio,

0:20:50.968 --> 0:20:55.408
<v S3>embedding audio cues and tags within a game. And they

0:20:55.408 --> 0:20:58.588
<v S3>were talking about it from an immersion perspective, but a

0:20:58.588 --> 0:21:01.108
<v S3>lot of the solutions and the paths that were going

0:21:01.108 --> 0:21:05.638
<v S3>down could really easily also be hijacked for audio description.

0:21:05.638 --> 0:21:08.728
<v S3>So you can tag various things that you see or

0:21:08.728 --> 0:21:10.798
<v S3>you interact with in a game with a piece of

0:21:10.798 --> 0:21:13.288
<v S3>audio description. And I think that's a really interesting way

0:21:13.288 --> 0:21:16.078
<v S3>of embedding ad in a game, so that as a player,

0:21:16.078 --> 0:21:18.628
<v S3>you can play whenever you like. You don't have to

0:21:18.628 --> 0:21:21.538
<v S3>plan it, prepare for it. You don't need another person.

0:21:21.538 --> 0:21:23.848
<v S3>It's completely on your terms. So I think that that's

0:21:23.848 --> 0:21:27.058
<v S3>another really exciting direction that we should be exploring.

0:21:27.058 --> 0:21:30.628
<v S2>And it's really interesting playing games like, um, breath of

0:21:30.628 --> 0:21:33.778
<v S2>the wild, which came out in 2017. Polly, when you're

0:21:33.778 --> 0:21:37.498
<v S2>fighting a boss, they have a character who says things like, oh,

0:21:37.498 --> 0:21:39.448
<v S2>you know, watch out for his spear. It's got a

0:21:39.448 --> 0:21:42.088
<v S2>really long reach or, you know, oh, he's moved up

0:21:42.088 --> 0:21:44.488
<v S2>to the ceiling now that you've got him down to

0:21:44.488 --> 0:21:47.218
<v S2>half health or, you know, oh, the, you know, the

0:21:47.218 --> 0:21:49.798
<v S2>room is filling up with water. Look out for that.

0:21:49.798 --> 0:21:53.398
<v S2>You'll have to jump onto a platform. So it's interesting

0:21:53.398 --> 0:21:57.208
<v S2>that those Triple-A games sort of have an element of

0:21:57.208 --> 0:22:01.978
<v S2>audio description, but it's also not really describing what's happening

0:22:01.978 --> 0:22:05.368
<v S2>in real time. It's sort of just giving you input

0:22:05.368 --> 0:22:08.518
<v S2>into like a change that's happened in the boss fight,

0:22:08.518 --> 0:22:11.428
<v S2>but not really in live time. So what do you

0:22:11.428 --> 0:22:15.118
<v S2>see with those big games like the Triple-A releases? What

0:22:15.118 --> 0:22:18.328
<v S2>have been your observations from them in terms of which

0:22:18.328 --> 0:22:21.538
<v S2>ones have been quite accessible or quite well received in

0:22:21.568 --> 0:22:22.378
<v S2>that regard?

0:22:22.378 --> 0:22:27.328
<v S3>Well, there's been some fantastic examples. I think Assassin's Creed

0:22:27.328 --> 0:22:29.848
<v S3>Valhalla is one that often comes quite high up on

0:22:29.848 --> 0:22:33.208
<v S3>the list. That's got something really interesting where they've brought

0:22:33.208 --> 0:22:36.328
<v S3>in a feature called Odin's Sight, which kind of gives

0:22:36.328 --> 0:22:39.268
<v S3>you a scanning ability where you can kind of tag

0:22:39.268 --> 0:22:42.868
<v S3>enemies that are nearby using either audio or visual clues.

0:22:42.868 --> 0:22:45.208
<v S3>So that's similar to what you were talking about, the

0:22:45.208 --> 0:22:47.458
<v S3>idea that you embed something within the game. So it's

0:22:47.458 --> 0:22:50.848
<v S3>not this kind of quote unquote disability add on, but

0:22:50.848 --> 0:22:53.938
<v S3>part of the gaming experience. And there are lots of

0:22:53.938 --> 0:22:56.998
<v S3>different players who might want to activate that. It's not

0:22:56.998 --> 0:22:59.398
<v S3>just about if you can or can't see. So that's

0:22:59.398 --> 0:23:02.308
<v S3>a great one. The Vale Shadow of the Crown, that

0:23:02.308 --> 0:23:05.548
<v S3>was created in conjunction with the Canadian National Institute for

0:23:05.548 --> 0:23:08.938
<v S3>the Blind and that's really interesting. That's a really great

0:23:08.938 --> 0:23:12.298
<v S3>example of representation as well, because the main character is

0:23:12.298 --> 0:23:15.088
<v S3>a girl who's blind. So you're really kind of embracing

0:23:15.088 --> 0:23:18.208
<v S3>that environment. And then there's kind of people who've dipped

0:23:18.208 --> 0:23:21.298
<v S3>their toes in it. So there's a game called perception,

0:23:21.298 --> 0:23:24.838
<v S3>which has an interesting concept. It doesn't quite transfer to

0:23:24.838 --> 0:23:28.258
<v S3>being fully accessible because it's an indie outfit producing it.

0:23:28.258 --> 0:23:30.298
<v S3>So they just didn't have the budget. But in that game,

0:23:30.298 --> 0:23:33.358
<v S3>we have a character who is also blind, and she

0:23:33.358 --> 0:23:36.898
<v S3>navigates her way around the game using echolocation. So she

0:23:36.898 --> 0:23:39.808
<v S3>has to tap her cane, and that's how information comes

0:23:39.808 --> 0:23:41.698
<v S3>to her. So I think the thing I really wanted

0:23:41.698 --> 0:23:44.338
<v S3>to get across to the conference group was that it

0:23:44.338 --> 0:23:48.298
<v S3>doesn't have to be a box ticking burden making your

0:23:48.298 --> 0:23:51.418
<v S3>game accessible, but actually it's a really great opportunity to

0:23:51.418 --> 0:23:54.628
<v S3>think about, okay, what's the way that we can use audio?

0:23:54.628 --> 0:23:57.688
<v S3>How can we see this as a creative spark rather

0:23:57.688 --> 0:24:00.748
<v S3>than a kind of creative cage, I suppose. And the

0:24:00.748 --> 0:24:04.138
<v S3>responses were great. People were really enthused about what this might.

0:24:04.238 --> 0:24:06.848
<v S3>Mean and just a different way of thinking about it.

0:24:06.848 --> 0:24:10.628
<v S2>And probably one other reason we are catching up today

0:24:10.628 --> 0:24:15.968
<v S2>is Global Accessibility Awareness Day, which is coming up on

0:24:15.968 --> 0:24:19.838
<v S2>the 16th of May. So that ties quite nicely into

0:24:19.838 --> 0:24:23.888
<v S2>quite a few discussions we've already been having in regards

0:24:23.888 --> 0:24:28.538
<v S2>to how we can make gaming more accessible for people

0:24:28.538 --> 0:24:32.018
<v S2>out there who are blind or have low vision. So

0:24:32.018 --> 0:24:36.788
<v S2>as somebody in the audio description sector for so long,

0:24:36.788 --> 0:24:40.388
<v S2>what does a day such as Global Accessibility Awareness Day

0:24:40.388 --> 0:24:41.348
<v S2>mean for you?

0:24:41.618 --> 0:24:45.098
<v S3>Oh, I think it's absolutely fantastic. I mean, for me,

0:24:45.098 --> 0:24:48.518
<v S3>I think every day should be. But it's great to

0:24:48.518 --> 0:24:50.708
<v S3>take a day where you've got an opportunity to really

0:24:50.708 --> 0:24:54.668
<v S3>showcase both why it's important and what it involves. I

0:24:54.668 --> 0:24:59.138
<v S3>think every group of people I've spoken to who are

0:24:59.138 --> 0:25:01.838
<v S3>not in the disability sector or don't have family, or

0:25:01.838 --> 0:25:05.038
<v S3>their own lived experience of blindness or low vision, they're

0:25:05.038 --> 0:25:08.698
<v S3>really fascinated and interested to learn what they can do,

0:25:08.698 --> 0:25:12.358
<v S3>how they can support making things more accessible, and quite often,

0:25:12.358 --> 0:25:14.578
<v S3>how it can also benefit them as well. The great

0:25:14.578 --> 0:25:17.068
<v S3>thing about audio description is I here have sighted people

0:25:17.068 --> 0:25:18.808
<v S3>all the time telling me that, you know, they have

0:25:18.808 --> 0:25:21.178
<v S3>it on in the background because it means they can multitask.

0:25:21.178 --> 0:25:24.808
<v S3>So it's this kind of bringing it into everyone's awareness

0:25:24.808 --> 0:25:27.658
<v S3>that this is this is something for all of us,

0:25:27.658 --> 0:25:30.838
<v S3>and particularly, I think with the blindness and low vision,

0:25:30.838 --> 0:25:33.598
<v S3>you know, we're all we're all it may come to

0:25:33.598 --> 0:25:35.938
<v S3>any of us. So it's something that we need to

0:25:35.938 --> 0:25:39.118
<v S3>embed in as much of society as we can so

0:25:39.118 --> 0:25:42.418
<v S3>that everyone can access as much as they can. And

0:25:42.418 --> 0:25:44.968
<v S3>and a day like that really gives an opportunity to

0:25:44.968 --> 0:25:46.948
<v S3>kind of focus in on that. And so it's great

0:25:46.948 --> 0:25:48.238
<v S3>that you're doing that. Sam.

0:25:48.538 --> 0:25:51.298
<v S2>It's great to have you to chat all about it.

0:25:51.298 --> 0:25:54.598
<v S2>You know, we could chat for hours about games, Polly.

0:25:54.598 --> 0:25:58.678
<v S2>We could. Absolutely. It's amazing. But that's all the time

0:25:58.678 --> 0:26:02.128
<v S2>we have for now. But just to wrap up, are

0:26:02.128 --> 0:26:07.438
<v S2>there ways that people can follow the progress of the project?

0:26:07.438 --> 0:26:10.588
<v S2>If they'd like to keep tabs on what's happening next

0:26:10.588 --> 0:26:15.298
<v S2>or what else is happening in the world of audio description?

0:26:15.298 --> 0:26:19.738
<v S2>In gaming in particular, is there anywhere that those listeners

0:26:19.738 --> 0:26:22.498
<v S2>can go if they'd love to find out more or,

0:26:22.498 --> 0:26:24.748
<v S2>you know, keep tabs on what's happening?

0:26:24.748 --> 0:26:29.638
<v S3>Absolutely. So the website has shifted because the project's shifted

0:26:29.638 --> 0:26:33.448
<v S3>its base from one university to another. So probably the

0:26:33.448 --> 0:26:36.688
<v S3>best way would be to either find me on LinkedIn

0:26:36.688 --> 0:26:39.598
<v S3>and connect with me. I'm Polly Goodwin, or just get

0:26:39.598 --> 0:26:41.218
<v S3>in touch with you, Sam, and you can pass them

0:26:41.218 --> 0:26:42.868
<v S3>on to me, and I'll make sure that they've got

0:26:42.868 --> 0:26:44.758
<v S3>an update on what's going on. And if people want

0:26:44.758 --> 0:26:46.738
<v S3>to get involved as well, that would be fantastic.

0:26:46.738 --> 0:26:51.538
<v S2>Perfect. I've been speaking today with Polly Goodwin, involved in

0:26:51.538 --> 0:26:56.758
<v S2>the ad for Games Project alongside Xiaochun Zhang, a project

0:26:56.758 --> 0:27:02.848
<v S2>using audio description to create accessible and immersive gameplay experiences.

0:27:09.658 --> 0:27:12.718
<v S2>And that's all the time we have for today. You've

0:27:12.718 --> 0:27:16.978
<v S2>been listening to Talking Vision. Talking vision is a Vision

0:27:16.978 --> 0:27:21.118
<v S2>Australia radio production. Thanks to all involved with putting the

0:27:21.118 --> 0:27:25.318
<v S2>show together every week. And remember, we love hearing from you.

0:27:25.318 --> 0:27:28.618
<v S2>So please get in touch any time on our email

0:27:28.618 --> 0:27:33.928
<v S2>at Talking Vision. At Vision australia.org. That's talking vision all

0:27:33.928 --> 0:27:38.698
<v S2>one word at Vision australia.org. But until next week it's

0:27:38.698 --> 0:27:41.008
<v S2>Sam Colly saying bye for now.

0:27:44.488 --> 0:27:48.238
<v S1>You can contact Vision Australia by phoning us any time

0:27:48.238 --> 0:27:55.288
<v S1>during business hours on one 308 4746. That's one 308

0:27:55.288 --> 0:28:02.818
<v S1>474106 or by visiting Vision Australia. Org that's Vision australia.org.