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Abstract(s)
We developed a virtual reality (VR) boxing experience specifically for blind users, addressing
the accessibility challenges posed by the heavy reliance on visual feedback. Using haptic and auditory cues, we created an immersive, feature-rich environment designed through a participatory
process with an ex-professional blind boxer. The experience offers three modes: heavy bag training (for basic punches), coach training (with real-time feedback), and combat (a dynamic match
against an opponent).
We did a study with 15 blind participants, where we evaluated the experience’s accessibility
and immersion. Most had no prior VR experience, but were familiar with boxing and technology.
The study revealed that the combat mode was the most popular because of its complexity and
interactivity, providing a sense of realism and challenge. The structured progression from simple
tasks to more challenging ones allowed users to gain confidence and improve their skills over time.
The use of natural movement, such as walking and turning, was highly praised for enhancing
spatial awareness. Auditory cues like footsteps and breathing helped guide users, while haptic
feedback during punches added to the sense of realism. Despite current limitations in VR haptic
technology, participants felt that it contributed positively to the experience. Many suggested that
reducing reliance on the virtual coach’s instructions would improve autonomy and engagement.
This study highlights the potential of VR to offer immersive, accessible experiences for blind
users by combining natural movement, auditory and haptic feedback, and a gradual increase in
challenge complexity.
Description
Tese de Mestrado, Engenharia Informática, 2024, Universidade de Lisboa, Faculdade de Ciências
Keywords
RV acessível Inclusão Desporto Interação Não Visual Design participativo Teses de mestrado - 2024
