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https://equalentry.com/virtual-reality-accessibility-things-learned-from-blind-users/
Equal Entry believes that VR should be accessible to all people with disabilities. This is why we created a research environment to evaluate how blind people can navigate through a VR environment on the web. We believe many solutions are straightforward and should be implemented and made available today.
https://www.ben-peck.com/papers/VR_Accessibility_Survey.pdf
for wheelchair users, no options for mono sound, no options for non-roomscale controls, ... Preferred Method of Testing Accessibility of a VR Product The survey asked participants to select (all that applied) their preferred methods of testing a VR product and the majority of participants (64%) chose demonstrations (either downloadable or
https://communityforums.atmeta.com/t5/Get-Help/Rift-S-Audio-issues/td-p/759603
When I say no sound I mean none through oculus period. My game (if attempting to play one) audio stops mirroring on my external audio. My headset doesn't make a chime when I tap the volume selector through my PC. Test this device doesnt make a chime. Nothing. And yes. All of these steps DO work in the short window before the audio cuts out.
https://www.accessibility.com/blog/accessibility-in-ar/vr-how-to-make-immersive-digital-experiences-more-inclusive
User testing and feedback. In the pursuit of VR and AR accessibility, user testing and feedback have gained prominence. Inclusive design practices involve actively engaging individuals with disabilities in testing and providing feedback on VR and AR experiences. This user-centric approach helps identify accessibility challenges and fine-tune
https://www.wired.com/story/virtual-reality-accessibility-disabilities/
Gear. Mar 1, 2022 8:00 AM. VR Is Here to Stay. It's Time to Make It Accessible. The platform is relatively new—which means now is the opportunity to advocate for all players. Photograph: tolgart
https://www.experiencedynamics.com/accessibility-focus-how-to-design-so-blind-users-are-not-left-out-of-vr/
Blind users for example, require spatial auditory interfaces, using 3D spatialized sound. To date, no "screen reader" for VR/AR exist. This is an access issue. Oculus Go builds sound into it's hardware design but there are currently no style guides or provisions for accessibility to any current market hardware/software.
https://virtual-reality-check.blogspot.com/2018/09/accessibility-testing-in-vr-part-two.html
Defects in Virtual Reality (VR) experiences whether through poor design or performance can trigger nausea, disorientation and other physical symptoms. Although the physical effects are rarely long term, they can last beyond the end of the experience and may do enough psychological harm to discourage the user from wanting to try other VR
https://www.vroxygen.com/vr-accessibility-testing
They could be the potential players of your VR game. Read the VR accessibility Case Study to learn how playtesting with people with low vision and blindness helped Owlchemy Labs discover and confirm VR accessibility features for Cosmonious High. Testing VR accessibility can be hard but we are here to help.
https://www.frontiersin.org/articles/10.3389/frvir.2021.697504/full
Increasing numbers of gamers worldwide have led to more attention being paid to accessibility in games. Virtual Reality offers new possibilities to enable people to play games but also comes with new challenges for accessibility. Guidelines provide help for developers to avoid barriers and include persons with disabilities in their games. As of today, there are only a few extensive collections
https://developer.oculus.com/resources/design-accessible-vr-audio/
VR Accessibility Design: Audio for Accessibility | Oculus Developers
https://www.digitalbodies.net/accessibility-in-vr-for-the-visually-impaired/
For all the potential of virtual reality to place us in new environments, accessibility in VR remains a major challenge. We've already looked at Samsung's Relúmĭno, a rough-around-the-edges product from their in-house technology initiative, C-Labs.But two developments over the past months are worth watching - Google's work on distance perception using spatial-audio clues and the
https://www.freethink.com/hard-tech/vr-accessibility
In his latest project, Myles de Bastion shows how VR could help the hearing-impaired in remote settings. Virtual tools became a crucial part of work during the pandemic — but for those with hearing impairment, these options made navigating work environments all the more difficult. In "Virtual Worlds Made Accessible Beyond Sound," deaf
https://ablegamers.org/thoughts-on-accessibility-and-vr/
Here are some of my suggestions for making Virtual Reality more accessible: 1) The heavy emphasis on motion controls. There's so many motion controllers coming out for VR and an emphasis on using your body to control the experience. I've seen traditional games with VR components lock out traditional control methods when a VR headset is
https://rtctek.com/understanding-accessibility-testing-needs-for-ar-vr-platforms/
The Need for Accessibility Testing for AR/VR ... provide additional context and information that may be conveyed through sound. This helps in enhancing the comprehensibility of the experience for users with hearing impairments. Alternative audio options, such as adjustable volume levels or the ability to switch between audio channels, further
https://www.vroxygen.com/
VR Accessibility Testing. Find diverse VR users to ensure your game is accessible for everyone and is inclusive of people with visual and hearing impairments, people with limited mobility, and many more diverse VR users! Find VR users who belong to your target audience for playtesting and research: VR accessibility and VR user testing.
https://communityforums.atmeta.com/t5/Get-Help/Quest-3-No-Sound-only-when-using-Air-Link-for-wireless-PCVR/td-p/1163643
Turn off your headset. Firmly hold the power and volume down (-) buttons on your headset simultaneously for about a minute, or until the boot screen loads on your headset. Use the volume buttons on your headset to highlight 'Boot device' and press the power button to complete that. Relaunch Air Link.
https://answers.ea.com/t5/Technical-Issues-VR-Beta/No-Sound-during-replay-in-VR/td-p/13694013
Options. Iggy_nerd_82. ★★★ Newbie. After Patch 1.8 with VR I don´t get any sound during replay while playing with my Oculus rift CV1. I am either using my speakers or a gaming headset since the built in headphones on the rift are broken. Otherwise the performance in VR is better now than it was with UEVR but the 3D environment when
https://forum.playcanvas.com/t/solved-vr-application-sound-issues/2009
Help & Support. mrLoganite June 13, 2016, 11:57am 1. I have noticed a few issues on the audio on playcanvas when using the VR Starter Kit + WebVR 1.0. Sound tested was a looping non positional sound. On HTC Vive I get no sound at all. On IOS Chrome there is no sound to begin with and the sound only plays after I click the Enter VR button.
https://www.youtube.com/watch?v=JJLfDLAvlqI
What is your experience like if a user cannot move. Can they still control things in the scene without the requirement of proximity? VR experiences that requ
https://forum.unity.com/threads/no-sound.1503113/
Like try a video or free game. If that works, maybe update your quest, unity, oculus xr plugin, and/or oculus integration. Also check the audio settings in project settings. If that doesn't fix it look for errors in logcat. DevDunk, Oct 9, 2023.