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An Illegally Sighted Look at VR Accessibility

Talkat Inclusive Design 24 (#id24) 2017 · on Thursday, 2017-11-16· [webxr, accessibility]
slides:none on file

Reports hands-on testing with Oculus Rift, Oculus Touch and mobile Google Cardboard and finds VR can work for low vision but most apps break accessibility when menus or tutorials are fixed at a distance. Demonstrates leaning plus a recenter button lets low-vision users read UI, and shows binaural audio and narrated tutorials help blind users. Recommends head-tracking from start to close, external pre-launch settings screen, multiple locomotion options (teleport vs free) and platform text-to-speech APIs.

AI-written summary · about

  1. 0:00Start
  2. 3:28INTRODUCTION TO VR
  3. 6:09VR APPLICATIONS & USES
  4. 7:29WHY VR ACCESSIBILITY?
  5. 10:14AREAS OF VR ACCESSIBILITY FOR LOW VISION
  6. 13:38CRYSTAL RIFT
  7. 14:10FONT FACE, SIZE, & CONTRAST
  8. 15:46OTHER VISUAL UI ACCESSIBILITY
  9. 18:37LOCOMOTION/MOVEMENT
  10. 22:03MOVEMENT & HEAD TRACKING
  11. 24:23SETTINGS/OPTIONS OUTSIDE OF APP
  12. 26:39DIFFICULTY SETTINGS
  13. 29:12FUTURE OF VR
  14. 33:49SUMMARY
  15. 35:46Q&A AND CONTACT INFO
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