![]() So much so that we have created inaccessibility and inequality because there hasn’t been done enough to anticipate the attitudinal, financial, social, enablement, or policy barriers that marginalized groups face. ![]() Web 1 & 2 products, services have largely been designed around people who are already most able to participate. SocialSense XR makes nonverbal communications and documents perceivable using audio and haptic cues, focusing on virtual reality workplace scenarios.īuilding An Accessible & Inclusive Metaverse In this NSF-funded project, Cornell Tech, Benetech, and Lighthouse for the Blind have teamed up to design a solution. ![]() Interpersonal communication is not accessible in extended reality (XR) for blind and low vision people. SocialSense XR: Making the Invisible Visibleĭylan Fox, Shiri Azenkot, Andrea Won, Charles La Pierre, Sean Dougherty Audience members will gain an understanding of what is required to create helpful accessibility features for complex and immersive virtual environments. They will share what they learned throughout this process, from early research and development to the feedback received after release. In this session Owlchemy Labs’ Accessibility Product Manager Jazmin Cano and Senior Accessibility Engineer Peter Galbraith will describe the approach they took adding blind and low vision accessibility to Owlchemy Labs’ most recently released game, Cosmonious High. Loud and Clear: Improving Accessibility for Low Vision Players in Cosmonious High This panel primarily seeks to gather wisdom, perspectives, and concrete ideas from the XR Access community related to multiple components of VERA, to help us make all aspects as accessible as we can, from the very beginning. Supported by five collaborative grants from the National Science Foundation, the Virtual Experience Research Accelerator (VERA) project will develop and operate CISE community research infrastructure in the form of a human-machine system for carrying out human subjects research related to extended reality (XR), including Virtual Reality and Augmented Reality. Greg Welch (moderator), Christine Hemphill, Tabitha Peck, and Jonathan Beever The Virtual Experience Research Accelerator (VERA) Join us to explore the transformative potential of XR technologies in creating a more accessible and inclusive workplace for all. During the session, the panelists will delve into inclusive design principles, understanding the importance of accessibility in XR, and share case studies of how organizations are implementing accessible XR solutions in the workforce. Join us for an engaging discussion on XR Accessibility in the workforce, where experts from various fields will explore the importance of creating inclusive immersive experiences to enhance professional settings and promote professional equity. Liz Hyman (moderator), Joel Ward, Corinne Weible, Christian Vogler We will present on early findings from this study, including the broad design space for virtual guides that it opens.Įmpowering the Workforce through Accessible XR The Guide Has Your Back: Exploring How Sighted Guides Can Enhance Accessibility in Social Virtual Reality for Blind and Low Vision PeopleĪn overview of a research study that explored the potential of sighted guides in virtual reality as a versatile assistive technology for blind and low vision users. I do like both Job and Vacation Simulator, but I'm really close to refunding Cosmonious High due to being targeted only small kids - but I've chosen to keep this game for my son.These will be presented on the main stage and broadcast online. Cosmonious High, on the other hand, feels more ‘made for children’ than not-more so than the ‘family friendly’ Job Simulator & Vacation Simulator." I’d call a movie like Finding Nemo ‘family friendly’ while it’s appropriate for kids, adults can enjoy it just as well. When I imagine an actual high-schooler playing Cosmonious High I envision a lot of eye rolling.Īnd I think it’s important to here to make the distinction between ‘family friendly’ and ‘made for children’. And while there’s no problem with games for kids, it’s an odd audience to target considering the game’s key platform, Quest 2, is explicitly for kids 13 and older. The world as portrayed feels like a pre-teen’s notion of what a fantasy high school could be like. "In fact, Cosmonious High overall feels like a game designed for children. Road To VR also just confirmed this is a game for small kids: I'd say it's perfect for kids aged 5 to 10. Note that Cosmonious High is made for small kids, not even teenagers. Note that the trailer above shows the PC version - only the PC version has the nice detailed real-time shadows like shown in the above trailer.
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