| Nome: | Descrição: | Tamanho: | Formato: | |
|---|---|---|---|---|
| 1.76 MB | Adobe PDF |
Autores
Resumo(s)
Virtual reality (VR) has gained a lot of popularity for its immersive capabilities, allowing
people to experience diverse environments without leaving their homes. Despite its widespread
growth, the majority of VR applications lack inclusivity, particularly for visually impaired people
who face significant challenges as these applications are primarily designed for visual interaction.
In particular, the ability to understand the location of arm-reach objects non-visually and interact
with them in VR is underexplored.
To address this, we developed an inclusive VR application that not only tests different methods
of conveying object locations but also prioritizes enjoyment and challenge. This application, built
as a game inspired by the arcade game ’Speed of Light’ and developed in Unity for the Oculus
Quest 2, substitutes visual elements with audio and haptic cues. The gameplay involves a grid
of objects, with sizes varying between 3x3 and 4x4, where the objective is to touch the currently
active object before the timer expires.
We implemented three distinct techniques to communicate the location of the active object:
1) Speech Feedback (e.g., “Top Right”), 2) Sonification (a 3D Earcon), and 3) 2D Grid Position
(e.g., “A3” for column and row). To assess and analyze these techniques, we conducted a user
study involving fifteen blind participants who tested all three techniques across both grid sizes.
Participants’ feedback highlighted that Speech Feedback was the most intuitive but verbose
and inflexible, while 2D Grid Position was straightforward for those familiar with grid systems.
Sonification posed the greatest challenge but was appreciated by some for its complexity. The integration of audio with haptic feedback was emphasized as significant, and participants expressed
enjoyment of the game, indicating a willingness to play it again.
Our findings underscore the potential of developing VR applications that are accessible to
visually impaired users. We hope this work inspires more developers to create inclusive VR experiences, recognizing the ongoing growth and vast potential in this field for accessibility and
inclusivity.
Descrição
Tese de mestrado, Engenharia Informática, 2024, Universidade de Lisboa, Faculdade de Ciências
Palavras-chave
Pessoas com Deficiências visuais Realidade Virtual Feedback Áudio/Háptico Localização Precisa Teses de mestrado - 2024
