2022 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR) 2022
DOI: 10.1109/aivr56993.2022.00047
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Toward inclusivity: Virtual reality museums for the visually impaired

Abstract: The access to virtual reality museums mostly relies on the visual sense, making it difficult if not impossible for visually impaired people to partake in the experience. We present a between-subjects study exploring if narrations and spatialized 'reference' audio combined with haptic feedback can be a sufficient replacement for the traditional use of vision in a virtual reality art museum. Our pilot study compares two implementations: A standard 'sighted' version that provides visual artifacts along with relat… Show more

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Cited by 2 publications
(1 citation statement)
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“…Soundscape User model detected by user position and orientation in space [121] User position and/or head orientation [56] Interaction with the virtual environment and AI techniques [165] Virtual Environment and Story User interaction with tangible interface [86,158,160] Interaction with voice [86,160] Directions User position and/or head orientation [79,128,132,135,136] Storyline Interaction with HMD headset controller [108,109,116,128,159,164,185] AI content generation [108,109] Interaction with a tangible device [61] Content created by users User interaction with tangible interface [152] Collaborative experience [161,171] especially in tourist or educational experiences, sound effects are used to create soundscapes and personalized content. In Ec(h)o [61], audio soundscape and content are based on user preferences selected by choosing the orientation of a physical cube.…”
Section: What Howmentioning
confidence: 99%
“…Soundscape User model detected by user position and orientation in space [121] User position and/or head orientation [56] Interaction with the virtual environment and AI techniques [165] Virtual Environment and Story User interaction with tangible interface [86,158,160] Interaction with voice [86,160] Directions User position and/or head orientation [79,128,132,135,136] Storyline Interaction with HMD headset controller [108,109,116,128,159,164,185] AI content generation [108,109] Interaction with a tangible device [61] Content created by users User interaction with tangible interface [152] Collaborative experience [161,171] especially in tourist or educational experiences, sound effects are used to create soundscapes and personalized content. In Ec(h)o [61], audio soundscape and content are based on user preferences selected by choosing the orientation of a physical cube.…”
Section: What Howmentioning
confidence: 99%