kestrell: (Default)
Kes: I want to underscore a twelfth point, which is that it requires a significant cognitive load for a visually impaired person to memorize all the specialized controller actions in addition to building a mental model of the virtual world, and that this usually requires additional time and effort which needs to be taken into account when planning an event, especially as not every blind person is a fast memorizer.

Virtual Reality Accessibility: 11 Things We Learned from Blind Users
November 2, 2022

The current platforms and systems used in virtual reality (VR) technologies cannot be used by people who are blind. Equal Entry believes that VR should be accessible to all people with disabilities.

This is why we created a research environment to evaluate how blind people can navigate through a VR environment on the web. We believe many solutions are straightforward and should be implemented and made available today.

Equal Entry worked with the
XR Access Accessible Development for XR
https://xraccess.org/workstreams/adxr/
(adXR) group, a workstream where academics and corporate professionals work together on research projects. For months, we discussed possibilities on how to test and refine some best practices for accessible extended reality (XR) experiences.
Building a More Social Virtual Reality World
https://www.youtube.com/watch?v=SOnuwpSMs5A&ab_channel=A11yVR-AccessibilityVirtualReality
was our first project exploring this topic.

This project focused on 3D content descriptions. These are text alternatives for objects in XR that can receive focus or contain important information. The research looks at how effective these 3D content descriptions are at communicating vital information and considers what needs to be done differently when moving from 2D to 3D environments.

Research Environment
We created a virtual space with a convenience store, lounge, and conference room. Each room contains selectable items with alternative text that we added. Just like 2D images on a website need alternate text, 3D images in VR do too. You can try it out. Wear your Meta Quest 2 or a compatible headset and open our
VR Research Environment
https://codepen.io/ctyamashita/full/rNdqqWZ
in your headset’s browser.

There were two main tasks we wanted to explore in our research.

1. Can a user navigate from the entrance to a virtual event space and find different rooms and objects?
2. Can a user explore and interrogate information about a set of 3D objects that are displayed on three shelves?

Continued on
https://equalentry.com/virtual-reality-accessibility-things-learned-from-blind-users/
kestrell: (Default)
And posted online at
https://sighttechglobal.com/agenda/?mc_cid=d44666e45e&mc_eid=503bb1e1d9
This virtual conference is free, and you can register here
https://sighttechglobal.com/conference-registration/

Here are some panel highlights:, with just brief descriptions, but I encourage readers to check out the entire agenda because, as usual, the speakers for this conference represent developers and researchers who are investigating the technology concerns which will be impacting blind and visually impaired people--and all disabled people--in the immediate future.

Day 1 (Wed., Dec. 7)

1. Virtual reality and Inclusion: What does non-visual access to the metaverse mean?
People with disabilities and accessibility advocates are working to make sure the metaverse is accessible to everyone. This panel will delve into research on the challenges current virtual and augmented reality tools create for people who are blind or have low vision.The panelists will share their experiences using immersive technologies and explore how these tools can be used to enhance employment opportunities in hybrid and remote workplaces – but only if they are built with inclusion in mind.

2. Inventing the "screenreader" for VR: Owlchemy Lab's Cosmonious High
For developers of virtual reality games, there's every reason to experiment with accessibility from the start, which is what the Owlchemy Labs team did with Cosmonious High, the 2022 release of a fun, first-person game situated in a inter-galactic high school that one reviewer said "has all the charm and cheek of a good Nickelodeon kids show." And it reveals some of the earliest approaches to acessibility in VR.

3. Audio Description the Pixar Way
AI-based, synthetic voice-based audio description may have a place in some forms of accessible video content, but the artistry of the entirely human-produced audio descriptions Pixar produces for its productions, set a creative standard no AI will never attain, and that's all for the good. Meet members of the Pixar team behind excellence in audio descriptions.

4. Accessibility is AI’s Biggest Challenge: How Alexa Aims to Make it Fairer for Everyone
Smart home technology, like Alexa, has been one of the biggest boons in recent years for people who are blind, and for people with disabilities altogether. Voice technology and AI help empower people in many ways, but one obstacle stands in its way: making it equitable. In this session, learn from Amazon about how they’re approaching the challenge ahead.

Day 2 (Thurs. Dec. 8)

1. The Problems with AI
Despite the stunning advances in AI over the past decade, the so-called "deep learning" AI technology prevalent today has under-appreciated limitations and even poses societal dangers. Our speakers are world-renowned AI experts and AI "dissenters" who believe we need an AI that's both more accountable and better able to produce common sense results.

2. Did Computer Vision AI Just Get Worse or Better?
The ability an assistive tech devices to recognize objects, faces, scenes is a type of AI called Computer Vision, which calls for building vast databases on images labeled by humans to train AI algorithms. A new technique called
"one-shot learning"
https://en.wikipedia.org/wiki/One-shot_learning
learns dramatically faster because the AI trains itself on images across the Internet. No human supervision needed. Is that a good idea?

February 2024

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