An Illegally Sighted Look at VR Accessibility
summary
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.
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chapters (15)
- 0:00Start
- 3:28INTRODUCTION TO VR
- 6:09VR APPLICATIONS & USES
- 7:29WHY VR ACCESSIBILITY?
- 10:14AREAS OF VR ACCESSIBILITY FOR LOW VISION
- 13:38CRYSTAL RIFT
- 14:10FONT FACE, SIZE, & CONTRAST
- 15:46OTHER VISUAL UI ACCESSIBILITY
- 18:37LOCOMOTION/MOVEMENT
- 22:03MOVEMENT & HEAD TRACKING
- 24:23SETTINGS/OPTIONS OUTSIDE OF APP
- 26:39DIFFICULTY SETTINGS
- 29:12FUTURE OF VR
- 33:49SUMMARY
- 35:46Q&A AND CONTACT INFO
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