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Access to XR: Exploring the Potentia...
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Gomes, Carla Sofia Madeira,
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Access to XR: Exploring the Potential of Immersive Experiences in Virtual Reality for low Vision and Blind Users /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Access to XR: Exploring the Potential of Immersive Experiences in Virtual Reality for low Vision and Blind Users // Carla Sofia Madeira Gomes.
Author:
Gomes, Carla Sofia Madeira,
Description:
1 electronic resource (139 pages)
Notes:
Source: Masters Abstracts International, Volume: 86-04.
Contained By:
Masters Abstracts International86-04.
Subject:
Augmented reality. -
Online resource:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=31613802
ISBN:
9798342196130
Access to XR: Exploring the Potential of Immersive Experiences in Virtual Reality for low Vision and Blind Users /
Gomes, Carla Sofia Madeira,
Access to XR: Exploring the Potential of Immersive Experiences in Virtual Reality for low Vision and Blind Users /
Carla Sofia Madeira Gomes. - 1 electronic resource (139 pages)
Source: Masters Abstracts International, Volume: 86-04.
Vision impairments vary in their causes and degrees of severity, affecting people of all ages at different stages of life. According to the World Health Organization, about 2.2 billion people globally experience some form of eye condition. Virtual Reality (VR) is a versatile technology with applications in diverse areas such as entertainment, education, healthcare, rehabilitation and accessibility. As vision is the primary sense engaged in VR, this technology is generally not associated with blind and low vision users. However, by leveraging other senses, VR can be made accessible and beneficial for these individuals.Therefore, the main purpose of this investigation is to explore how an enjoyable immersive experience in VR can be designed for users with low vision or blindness. The work begins by examining current best practices of accessibility within Human-Computer Interaction and VR, followed by the application of user research methods through a human-centered approach. The project ends with the prototyping and user experience assessment of an immersive experience. The study also provides insights on how to conduct and adapt user research, as well as enhance the overall accessibility of the technology for these users.The outcome of this project is a set of guidelines for designers and developers to consider in their work, based on the gathered knowledge, to enhance the user experience. These guidelines focus on several key categories: improving the device; considerations for conducting user research with blind and low vision users; important factors for designing audio and visual content; appropriate application of haptic feedback; and enhancing overall accessibility for the entire VR experience, which can also be applied to other technologies and disabilities.
English
ISBN: 9798342196130Subjects--Topical Terms:
1620831
Augmented reality.
Access to XR: Exploring the Potential of Immersive Experiences in Virtual Reality for low Vision and Blind Users /
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Vision impairments vary in their causes and degrees of severity, affecting people of all ages at different stages of life. According to the World Health Organization, about 2.2 billion people globally experience some form of eye condition. Virtual Reality (VR) is a versatile technology with applications in diverse areas such as entertainment, education, healthcare, rehabilitation and accessibility. As vision is the primary sense engaged in VR, this technology is generally not associated with blind and low vision users. However, by leveraging other senses, VR can be made accessible and beneficial for these individuals.Therefore, the main purpose of this investigation is to explore how an enjoyable immersive experience in VR can be designed for users with low vision or blindness. The work begins by examining current best practices of accessibility within Human-Computer Interaction and VR, followed by the application of user research methods through a human-centered approach. The project ends with the prototyping and user experience assessment of an immersive experience. The study also provides insights on how to conduct and adapt user research, as well as enhance the overall accessibility of the technology for these users.The outcome of this project is a set of guidelines for designers and developers to consider in their work, based on the gathered knowledge, to enhance the user experience. These guidelines focus on several key categories: improving the device; considerations for conducting user research with blind and low vision users; important factors for designing audio and visual content; appropriate application of haptic feedback; and enhancing overall accessibility for the entire VR experience, which can also be applied to other technologies and disabilities.
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As deficiencias visuais variam nas suas causas e graus de severidade, afetando pessoas de todas as idades em diferentes fases da vida. Segundo a Organizacao Mundial da Saude, cerca de 2,2 mil milhoes de pessoas em todo o mundo sofrem de alguma condicao visual. A Realidade Virtual (RV) e uma tecnologia versatil, aplicada em diversas areas, sendo utilizada para entretenimento, educacao, saude, reabilitacao e acessibilidade. A visao e o sentido principal utilizado na RV, o que leva a que esta tecnologia nao seja geralmente associada a utilizadores invisuais ou com baixa visao. No entanto, atraves da exploracao de outros sentidos, a RV pode tornar-se acessivel e benefica para estes utilizadores.Assim, o objetivo principal desta investigacao consiste em explorar de que forma podemos desenvolver uma experiencia imersiva agradavel em RV, para utilizadores invisuais ou com baixa visao. O projeto comeca com uma analise das melhores praticas atuais de acessibilidade, no ambito da Interacao Humano-Computador e da RV, seguida pela aplicacao de metodos de user research, atraves de uma abordagem centrada no ser humano. O projeto termina com a prototipagem e avaliacao da experiencia do utilizador de uma experiencia imersiva. O estudo tambem fornece conhecimentos sobre como realizar e adaptar a user research, assim como melhorar a acessibilidade em geral desta tecnologia, para estes utilizadores.O resultado deste projeto e um conjunto de diretrizes, baseadas no conhecimento adquirido, para os designers e developers considerarem no seu trabalho, de modo a melhorar a experiencia do utilizador. Estas diretrizes centram-se em varias areas-chave: melhorar o dispositivo; consideracoes para a realizacao de user researchcom utilizadores cegos e com baixa visao; fatores importantes a ter em consideracao no desenvolvimento de conteudos visuais e audio; aplicacao adequada de feedback haptico; e, por fim, aspetos para melhorar a acessibilidade em geral de experiencias em RV, que tambem podem ser aplicados a outras tecnologias e deficiencias.
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https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=31613802
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