Virtual Reality, disability inclusive design, ability net webinar, 26 jan 2017
1. VR, Disability and Inclusive Design, Webinar, 26 January 2017
Virtual Reality, Disability and
Inclusive Design
AbilityNet webinar
26 January 2017
2. VR, Disability and Inclusive Design, Webinar, 26 January 2017
Welcome
RAPHAEL CLEGG-VINELL
Senior Accessibility and Usability Consultant
AbilityNet
MARK WALKER
Head of Marketing & Communications
AbilityNet
3. VR, Disability and Inclusive Design, Webinar, 26 January 2017
About AbilityNet
AbilityNet is a charity that helps disabled people achieve their goals at
home, at work and in education
• Digital Accessibility Testing and Consultancy
• Workplace Assessments
• DSA Assessments
• IT Support at Home
• Free expert resources on our website
• Free helpline: 0800 269 545
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7. VR, Disability and Inclusive Design, Webinar, 26 January 2017
The Current Market
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What is Virtual Reality?
🤔
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Definition of Virtual Reality
“The computer-generated simulation of a three-dimensional
image or environment that can be interacted with in a
seemingly real or physical way by a person using special
electronic equipment, such as a helmet with a screen
inside or gloves fitted with sensors”
Oxford English Dictionaries
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The Five Senses
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Hearing
“BSL is my first language.
If there is spoken audio, I need captions”
Potential
• Virtual Reality has so far focused heavily on visuals
Challenges
• Most VR currently doesn’t support sign language
• Audio content in VR would require captions
• Audible cues heavily used in some VR experiences to guide people
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Hearing: Case Study
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Hearing: Future Possibilities?
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Mobility
“I am in a wheelchair and have restricted use of my legs”
Potential
• Allows unrestricted movement in a virtual environment
• Access and experience of places which would be difficult in reality.
Challenges
• Alternative input devices to allow interaction with the virtual
environment
• Adjustable sensitivity of devices and remapping input controls
• Height adjustments to take into account wheelchairs
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Mobility: Case study
Greenleaf Medical Systems
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Mobility: Future Possibilities?
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Low Vision
“I like text to be resizable and have
a good level of contrast”
Potential
• Features such as ‘voice chat’ would reduce peoples’ reliance on
having to read text
Challenges
• Requires easily adjustable parameters such as text size and
contrast
• People with stereo blindness could be unable to combine images
from both eyes into a single image
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Low Vision: Case Study
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Low Vision: Future Possibilities?
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Blindness
"As a person with blindness I need to have descriptions of my
surroundings and objects and be able to navigate using my other
senses”
Potential
• Haptic interfaces can provide the sense of touch
• 3D sound can provide spatial awareness
• Scent/ taste creation devices can enhance perception
• Mobility and orientation activities in virtual environments can
prepare users for navigating real environments
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Blindness
"As a person with blindness I need to have descriptions of my
surroundings and objects and be able to navigate using my other
senses”
Challenges
• Current content of virtual environments is heavily visual
• VR platforms are not designed to work with screen readers such as
JAWS or NVDA
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Blindness: Case Study
OrCam
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Blindness: Future Possibilities?
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Cognition
“I have difficulties navigating busy sites as I find them confusing”
Potential
• Help people learn social skills they might find difficult in real life
Challenges
• Quick flashes on the screen could trigger seizures
• Conflicts between sensory cues can cause motion sickness
• Complex interfaces could be difficult to learn
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• Cerevrum
Cognition: Case Study
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Cognition: Future Possibilities?
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The Future of VR?
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VR, Disability and Inclusive Design
• Lots of VR opportunities and applications for people with disabilities
• Designers should think about how to accommodate a diverse range
of users
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Thank you
Next webinars
• Digital Design and Dementia, 23 February
• Building Accessible Carousels, 30 March
More details on AbilityNet website
Request a quote from our accessibility services
www.abilitynet.org.uk/request-a-quote
Call our free helpline 0800 269 545
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Editor's Notes
What is Virtual Reality?
What can it do for disabled people?
What are the accessibility and inclusive design issues for VR?
I’m head of marketing and comms
I’d like to introduce Raphael – can you tell me about your role please Raph
I’m a senior accessibility and usability consultant at AbilityNet. I’ve done a lot of work for many of the top FTSE 100 companies, from banks to telecoms and my role has covered everything from advising big corporates on their accessibility strategy to running user testing sessions and workshops.
AbilityNet are a pan-disability charity who’s vision is to help improve the lives of people who are disabled and/or older through inclusive tech. There are lots of different teams at AbilityNet who do all sorts of things from DSA, a help-line to the work our team do, which is more commercially focused.
POLL
Have you used VR?
The development of the world’s first flight simulator was around the 1920s by Edwin Link. This was designed as a training device for novice pilots.
Sensorama was a machine built in 1962 by Morton Heilig and it’s one of the earliest known examples of immersive and multi-sensory tech. Short stereoscopic 3D films were displayed on a screen and the Sensorama also supported some of the other features listed on this advert such as stereo sound, wind and aromas (which were triggered during the films) and also tilting on the chair.
Examples of VR being have been used in popular culture for years. For example, Star Trek used the idea of a ‘Holodeck’ - a virtual environment created with hard light holograms to practice sports and skills. Red Dwarf also used the idea of VR in more than one episode. If you grew up with Red Dwarf as I did, you might recognise Lister in this picture here, who used the VR machine on their ship to have sex.
VR is of course a hot topic at the moment. I’m sure you’ve all heard quite a bit about it, even if you haven’t had a chance to try it out.
According to a report from Digi-Capital, investment in AR/VR reached $1.1 billion in the first 2 months of last year. Facebook acquired Oculus Rift back in 2014 for $2 billion, Google are investing heavily in VR and Apple are certainly exploring it, although they’ve said nothing yet. Examples of VR headsets around at the moment are the the Oculus Rift, the HTC Vive and the Playstation VR. There will no doubt be many more available soon at a range of price levels.
Poll
What is your interest?
I make VR content
I am interested in how disabled people could use VR
I work with disabled people
I am disabled myself
What is virtual reality though? Can any of you give a good description or definition?
This definition is taken from the Oxford English Dictionaries site. We’ll give you a moment to read it.
• Virtual reality replaces the real world with a virtual environment created by software and simulates a user's physical presence in this environment to enable the user to interact with the space.
• Virtual reality artificially creates sensory experiences, which can include sight, touch, hearing, and, less commonly, smell.
To experience an immersive VR experience, all of the senses need to be considered.
There are 5 main senses we experience the world with. We’re accustomed to using all five senses and duplicating this in virtual reality is crucial to the success of VR. VR can potentially be a powerful opportunity to assist people who may have a disability to experience a sense they may be missing through other means.
I’m now going to explain some of the benefits and challenges someone who’s deaf or heard of hearing might face with VR.
Benefits
- focus on visuals - people who are hard of hearing or deaf are therefore currently able to benefit from a large part of the experience currently offered by most VR.
Challenges
In this country, many people who are deaf (and particularly if deaf since birth) have British Sign Language (BSL) as their primary language. English is therefore a secondary language for a lot of people who are deaf. There was a recent invention called ‘SignAloud’ which is a pair of gloves with sensors and they can turn sign language gestures into text and speech. Until gloves like this are integrated into VR experiences, there will be problems for people who who are deaf where communication is required. Some users won’t be able to communicate in VR using voice chat.
If someone who is deaf watches a film, they’ll need captions whenever audio is used. Audio in VR, particularly spoken audio, will therefore need a captioning option for the benefit of people who are deaf. This will also need to sync up with any video so there are no delays.
Sound effects are used in some VR products to help people understand what’s going on, when they’ve completed an action, or where they are in a VR environment. There needs to be an appropriate alternative people who are deaf to benefit from cues, such as vibration feedback.
These are the gloves with sensors which were created by two undergraduates from the University of Washington. They translate sign language into text or speech. If you can imagine someone using these with a virtual character, the user could communicate more naturally with other characters using sign. These can even break down barriers by allowing people who are deaf to communicate with people who don’t speak sign at all!
A better use of haptic feedback in VR could be beneficial for all users but particularly those hard of hearing or deaf.
Realtime captioning in the future would mean audio content in VR wouldn’t have to be pre-recorded.
Benefits
*A person could walk around and not be restricted to just the places their wheelchair can go. VR could simulate them climbing mountains, skateboarding or swimming in the sea.
Challenges
* Some people don’t have the use of all their limbs so it’s important alternative input devices are offered wherever possible. For example, in some VR games such as ‘Lands End’, people can move round just using eye gazes. Things like eye-tracking input could therefore be an alternative to having to physically move ones head or body around.
• With the HTC Vive, the head height (and controller location) of the user is automatically tracked, placing the "camera level" of the user at something closely approximating their natural head height. The view of the user in the head mounted display is accurately placed and tracked within the environment and so are the controllers. This makes it challenging for someone who is not able to stand or bend down so if someone is sitting down in a wheelchair for example, they would find it difficult to see objects on a high table top in a game scene or open a high cupboard door. There would therefore need to be a way to adjust the head height.
Case study:
**A man called Walter Greenleaf is developing virtual reality environments to help people in wheelchairs. They’re still under development but their goal is to help people practice navigating a virtual environment to equip them for the real world. For example, an individual with cerebral palsy who is confined to a wheelchair can use the VR to operate a telephone switchboard, play handball, and dance.
How the future could look?
**A person with restricted movement could explore the world in an unrestricted way through an immersive virtual reality experience using all their other senses.
Immersive reality could simulate running, surfing, jumping and so on.
Potential
- Things like screen readers are already available for people with vision impairments and voice tools like Siri can also help. These could be incorporated well into VR products.
Challenges
- it’s increasingly common to see interfaces which allow users to adjust the text size and contrast. This could prove more challenging in virtual environments but it needs considering. In VR, you can’t just move your head closer to text which is too small.
Stereoblindness is the inability to see in 3D using stereo vision. People with stereoblindness have an inability to perceive stereoscopic depth by combining and comparing images from the two eyes.
The woman in the video is called Bonny and she was diagnosed with Stargardt's Disease about 10 years ago and hadn’t been able to see any faces for 8 years. Stargardt’s disease causes a reduction in your central, or detailed, vision.
The video shows her using an Android app called ‘Near Sighted VR Augmented Aid’. It uses the phone camera and displays the front image to the phone screen in stereoscopic.
How the future could look?
VR could help people with certain eye conditions see things again by defining objects with greater contrast and clarity.
Text could be presented in larger and more legible fonts. Eg Supervision app
** A range of sensory cues can be used to help people who are blind have an awareness of their surroundings so they can navigate and interact in a virtual environment.
There are a number of solutions being developed for blind people to be able to learn about their surroundings. Orcam is one example. Information such as text and faces are identified using the camera attached to the glasses and then this is fed back as spoken audio to a blind person as they walk around. This sort of technology could potentially be incorporated into some VR products.
How the future could look?
**VR could help people who are blind try out simulations of places they need to visit. For example, if someone wanted to learn a journey through a busy shopping centre or street, VR could help help familiarise them with the route before they’ve left their house.
Benefits
People with Asperger Syndrome often find social interactions very challenging. VR could help people with Asperger’s practice social skills in a fun a non-threatening environment.
Challenges
People with epilepsy can have seizures if there are multiple flashes on a screen in quick succession. This is why the Web Content Accessibility Guidelines (WCAG) have a guideline about videos or interactive content not flashing more than three times in a second. People with epilepsy wearing a headset could have even more of a problem if there are flashes than if they’re looking at a desktop computer because headsets try to focus your gaze straight at a screen - you can’t easily look away.
Research into VR motion sickness is in its infancy really but it’s thought that motion sickness can occur when a user’s expectation, based on their previous experience, is at odds with their vestibular system and non-vestibular proprioceptors.
Many users with cognitive disabilities can find busy or cluttered interfaces difficult to learn. Complex navigation interactions can be particularly tricky for some users to memorise. This can be minimised by keeping interfaces clean and uncluttered, with cues to help guide users.
Cerevrum is a free competitive cognitive game for Oculus rift. It’s designed to help improve spacial awareness and memory through challenges such as colour matching and memorising faces.
How the future could look?
VR could have all sorts of practical cognition games and exercises to help people. For example, if someone experienced a serious sports injury which affected their vestibular system, VR puzzle games aimed to improve people’s cognition could be used as part of their rehabilitation. VR is already being used in some cases to help aid muscle memory recovery for things like stroke.
This picture shows a prototype of the ‘Teslasuit’. It’s a wireless suit which uses Electro Muscular Stimulation and combines it with VR to make a more engaging experience.
Virtual Reality is still in its relative infancy and it’ll be interesting to see whether there’s any serious investment from companies capitalising on the inclusive potential. As we touched on earlier, VR really needs to start taking into account all of our senses for it to be more realistic. Not only would this make VR more engaging for people but it’d also mean there are fallback senses in place which people can take advantage of. If someone is deaf and so can’t take advantage of audio, they could then still experience VR using their other senses. At the moment, most VR is very visually focused and the funding is coming from the entertainment industry. However, we think there’s a lot of practical potential for VR to really help improve the lives of people with disabilities and impairments.
Of course, it’s not going to be possible to make every VR application or game accessible for everyone. However, there are lots of opportunities to make VR inclusive to people with a wide range of disabilities.