虚拟摊牌:一个可访问的虚拟现实游戏与脚手架的青少年有视觉障碍

Ryan Wedoff, Lindsay E Ball, Amelia Wang, Yi Xuan Khoo, L. Lieberman, Kyle Rector
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引用次数: 42

摘要

虚拟现实(VR)是一种日益增长的娱乐来源,但视障人士并没有被有效地包括在内。音频线索是视觉效果的补充,使体验更具沉浸感,但不是主要线索。为了解决这个问题,我们执行了一款名为《Virtual摊牌》的VR游戏。我们基于一款名为《摊牌》的现实世界游戏制作了《虚拟摊牌》,在这款游戏中,玩家可以利用听觉定位并击球对抗对手。此外,我们开发了Verbal和Verbal/Vibration Scaffolds来教人们如何玩Virtual摊牌。我们评估了虚拟摊牌的可接受性,并在34名视障青少年的实证研究中比较了我们的支架。33名参与者想要再次玩《Virtual摊牌》,我们了解到,有过Verbal Scaffold或之前有过《摊牌》经验的参与者得分更高。我们的实证研究结果为未来无障碍VR体验的设计提供了信息。
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Virtual Showdown: An Accessible Virtual Reality Game with Scaffolds for Youth with Visual Impairments
Virtual Reality (VR) is a growing source of entertainment, but people who are visually impaired have not been effectively included. Audio cues are motivated as a complement to visuals, making experiences more immersive, but are not a primary cue. To address this, we implemented a VR game called Virtual Showdown. We based Virtual Showdown on an accessible real-world game called Showdown, where people use their hearing to locate and hit a ball against an opponent. Further, we developed Verbal and Verbal/Vibration Scaffolds to teach people how to play Virtual Showdown. We assessed the acceptability of Virtual Showdown and compared our scaffolds in an empirical study with 34 youth who are visually impaired. Thirty-three participants wanted to play Virtual Showdown again, and we learned that participants scored higher with the Verbal Scaffold or if they had prior Showdown experience. Our empirical findings inform the design of future accessible VR experiences.
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