Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems 2019
DOI: 10.1145/3290605.3300371
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Cited by 53 publications
(7 citation statements)
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“…While recent explorations consider VR gaming for players with visual impairment 1 [31] and playful VR environments for neurodiverse children [7], the body-and movement-centric control scheme of many VR environments can be challenging for individuals with mobility impairment. They often combine hand-held controls with locomotion and/or extensive upper body movement which are not well situated to the movement of wheelchair users.…”
Section: Introductionmentioning
confidence: 99%
“…While recent explorations consider VR gaming for players with visual impairment 1 [31] and playful VR environments for neurodiverse children [7], the body-and movement-centric control scheme of many VR environments can be challenging for individuals with mobility impairment. They often combine hand-held controls with locomotion and/or extensive upper body movement which are not well situated to the movement of wheelchair users.…”
Section: Introductionmentioning
confidence: 99%
“…When the user moves and rotates around, the audio stays at the same position in 3D world space, but depending on the relative position of the player it might shift from the left to the right ear. Prioritizing one ear over the other in this context is referred to as lateralization or spatialization [17]. Most game engines have built-in support for this, allowing audio to be played anywhere in the 3D environment, which is then automatically adjusted based on the player's position and orientation.…”
Section: Related Workmentioning
confidence: 99%
“…Relatively little work has considered how to make the AR applications that are quickly becoming popular more broadly accessible, aside from guidelines on the use of color and audio in AR for users with low vision or hearing impairments [37]. Prior work has considered how to make VR accessible for people with visual impairments via audio [67] and haptic feedback [32,72]. For example, SeeingVR introduces methods for making VR accessible to low-vision users, and largely takes inspiration from prior systems for providing access to the digital and physical worlds, e.g., through adjustments to visual content and through various automated methods for describing or enhancing the virtual content at runtime [18,72,76].…”
Section: Making Applications Accessiblementioning
confidence: 99%