January 31, 2023
How can augmented reality amplify vision to support obstacle navigation for people with limited sight? Join UC Berkeley researcher and XR Access Head of Community and Outreach Dylan Fox to learn about Augmented Reality Obstacle Avoidance. This research project showcases the opportunities and challenges faced in leveraging AR as an assistive technology, such as using digital cues to improve the contrast of physical obstacles and pointing out hazards that users might miss. With AR devices growing ever more popular, this work hints at how they may follow the smartphone in becoming powerhouses of accessible technology.
November 29th, 2022
September 22, 2022
As we continue to explore bringing accessibility to XR technology, we identified the need to examine audio cues in immersive environments. XRA and XR Access partnered to host a 90-minute session comprised of industry experts and the public to identify if lessons learned in the application of audio cues in 2D games can be applied to immersive experiences to benefit the blind and low vision communities. Nearly 70 people registered for the event, and we were joined by three featured speakers to probe into the topic. A recording of the session can be viewed here. Notes from the session, including helpful resources, relevant links, discussion topics, and transcripts, can all be found here. (more…)
August 5, 2022
Each summer, Cornell Tech and Columbia University welcome undergraduates from across the country to their campuses for a NSF-funded Research Experiences for Undergraduates program in accessible XR.
This year, eight students spent the summer learning research methods, building prototypes, and testing new ideas for projects that make XR more accessible to people with disabilities.
You’re invited to view final presentations from the REU project groups on Friday, August 5th at 1pm ET. Students will provide background on their projects and demonstrate the technologies they’ve created. Please join us in congratulating our hard-working students on their successes during this program!
August 9, 2022
Completed as part of the MIT 2022 Reality Hack, “Inclusive User Testing in VR” is an accessible in-game tool that allows general audiences to give feedback on VR projects. Users can use a variety of input methods, including voice-to-text and VR keyboards, and also includes screen reader support for low-vision individuals. This functionality allows researchers, developers, and designers to receive immediate, asynchronous feedback on their VR projects via a web-based dashboard. In this talk, we will cover not only the value that this tool brings to a diverse number of XR creators, but how this hackathon project went from an initial concept to a usable tool over the course of many development iterations and direct involvement from the accessibility community. Register for the talk here. (more…)
July 19, 2022
This talk will review what inclusion and accessibility mean for extended reality and the metaverse. By examining existing heuristics and researching existing methods for accessibility, the discovery has been made that new principles need to be adopted to create more equitable experiences. We will discuss ongoing research on accessible augmented reality. Register for the talk here. (more…)
May 25, 2022
XR and the metaverse introduces a whole new realm for users to explore; It brings new barriers and opportunities.
The BBC has just published the XR barrier research project to identify some of the most common barriers. In this talk Jamie & Lion share their experiences leading the project and share insights in building XR experiences for audiences anew.
June 21, 2022
Although consumer level virtual reality (VR) head mounted displays (HMDs) (e.g., HTC Vive) are becoming more prevalent today, these VR developers typically do not consider persons with disabilities, such as persons with balance impairments (e.g., persons with multiple sclerosis, Parkinson’s, or stroke). Thus, many immersive VR applications, such as education, physical fitness, rehabilitation, and entertainment, are not accessible to users with balance impairments. (more…)
Tuesday, May 17, 2022
Deaf and hard of hearing (DHH) people have relied on assistive and accessible technologies/services to consume or produce aural information. Some hard-of-hearing people rely on an assistive technology approach to enhance aural information for easier perception and understanding. Other hard of hearing and most deaf people rely on an accessible technology approach to transform the aural information into visual or tactile information for easier perception and understanding. (more…)
Save the Date for the 2022 XR Access Symposium, June 9-10, 2022.
March 24, 2022
Are you curious about how XR Access is working toward creating immersive technologies that are usable and accessible to all? Want to learn more about XR Access’s leaders and goals?
Jump in to XR Access’s Spring Quarterly Showcase to hear how we’re working toward XR accessibility, and get a preview of what we’re looking forward to in the next quarter.