>>>SHIRI AZENKOT: WELCOME BACK, EVERYONE. NOW WE HAVE SOME VERY INTERESTING TALKS UP AHEAD, SO THESE ARE FOUR SHORT PRESENTATIONS BY PEOPLE WHO HAVE BEEN ACCEPTED TO THE XR ACCESS WORKSHOP AT THE ACM IMX CONFERENCE. THAT'S ACM, IMMERSIVE MEDIA EXPERIENCES CONFERENCE, FOR THIS YEAR'S 2020. WE PARTNERED WITH THIS WORKSHOP SO WE CAN HAVE THEM PRESENT THEIR WORK HERE. SO, BEFORE WE BEGIN, I JUST WANT TO REMIND EVERYONE THAT YOU CAN -- YOU'RE WELCOME TO POST QUESTIONS ON SLACK. YOU SHOULD USE THE CHANNEL, RESEARCH TALKS. SO, EVERY PRESENTER WILL EITHER SPEAK LIVE FOR A FEW MINUTES OR SHOW A VIDEO, AND THEN I WILL BE LOOKING ON THE SLACK CHANNEL FOR A FEW MINUTES OF Q&A. ALL RIGHT. SO, FIRST UP WE HAVE JAMES HERNDON, JAMES IS FROM EQUAL ENTRY. HE'LL BE TALKING ABOUT LIVE AUDIO DESCRIPTIONS FOR 360-DEGREE VIDEO. >> JAMES HERNDON: THANK YOU, SHIRI. HELLO, EVERYONE. AS SHIRI SAID MY NAME IS JAMES HERNDON. I WORK FOR EQUAL ENTRY. MY WORK FOCUSES ON CREATING MEDIA ALTERNATIVES, TEXT ALTERNATIVES, CAPTIONS AND AUDIO DESCRIPTIONS. WHAT I WANTED TO SHARE TODAY IS A QUICK SUMMARY OF MY RECENT WORK WITH CHANCY FREE OF NEW YORK'S BRAILLE AND TALKING BOOK LIBRARY. WE WORKED ON A RESEARCH PROJECT TOGETHER TO DETERMINE IF THERE COULD BE UNIQUE BENEFITS TO LIVE AUDIO DESCRIPTION FOR XR, SPECIFICALLY FOR CONTENT THAT WAS NOT ORIGINALLY DESIGNED WITH ACCESSIBILITY IN MIND. WE CONDUCTED RESEARCH WITH THE HELP OF BLIND VOLUNTEERS AT DATA SOCIETY IN NEW YORK AND GEORGIA LIBRARY FOR ACCESSIBLE STATEWIDE SERVICES IN ATLANTA. AND WE DISCOVERED THAT, YES, THERE WERE SOME UNIQUE BENEFITS TO LIVE AUDIO DESCRIPTION FOR XR. ONE IS VISUAL CHANGES CAN HAPPEN TOO QUICKLY FOR PROGRAMMATIC DESCRIPTION. SAY, YOU HAVE A 360-DEGREE GOPRO VIDEO OF A FLIGHT OVER HONG KONG, VISUAL CHANGES COULD BE HAPPENING SO QUICKLY THAT PROGRAMMATICALLY, STITCHING DESCRIPTIONS INTO A UNIQUE SEQUENCE FOR EACH USER IN REALTIME WITHOUT ANY INTERRUPTIONS OR LOSS, THAT MIGHT BE TECHNICALLY CHALLENGING DEPENDING ON HOW MANY DESCRIPTIONS NEED TO BE MADE AVAILABLE. ANOTHER BENEFIT IS THE LIVE SUBSCRIBER CONNECTED IN VIRTUAL SPACES AND THAT BACK AND FORTH BETWEEN THE USER CAN MAKE THE EXPERIENCE AS INTERACTIVE AS IT'S INTENDED TO BE. ALSO, FRAMING THE TECHNOLOGY AND AMENITY IN VIRTUAL SPACES IS A WAY TO GET BUY-IN FROM PEOPLE WHO DON'T NORMALLY CARE ABOUT ACCESSIBILITY. IN THIS PANDEMIC I THINK IT'S A PERFECT TIME TO MAKE THAT PUSH. WE CAN ASK THE CULTURE WORKERS TO GO AHEAD AND EXPLORE VIRTUAL DOCENT AS AN OPTION NOW AND BRING ACCESSIBILITY INTO YOUR ORGANIZATION THAT WAY SO I WANT TO SHARE A QUICK DEMO OF LIVE AUDIO DESCRIPTION FOR 1860-DEGREE VIDEO. THIS CLIP IS FROM A VIDEO CALLED "NATIONAL GEOGRAPHIC THE GREAT HAMMERHEAD SHARK ENCOUNTER." CAN YOU PLEASE PULL THAT DEMO FOR US? >> DEMO VIDEO: TURN AROUND. A SHARK. SLOWLY. OH, MY GOD. A SECOND DIVER. OH, NO. I LIKE MY SPACE. >> JAMES HERNDON: SO, THERE'S A LOT MORE TO SAY ABOUT THIS AND ONGOING WORK. IF ANYONE IS INTERESTED IN LEARNING MORE ABOUT IT, CHECK OUT EQUALENTRY.COM AND ON THE BLOG YOU'LL FIND A PRESENTATION CHANCEY AND I DID TO SHARE THE FULL RESULTS OF OR WORK. I REALLY APPRECIATE EVERYONE'S TIME AND INTEREST IN XR ACCESSIBILITY AND IF YOU HAVE ANY QUESTIONS, I'LL DO MY BEST TO ANSWER THEM. >> SHIRI AZENKOT: ALL RIGHT. SO IF ANYONE HAS ANY QUESTIONS, GO AHEAD AND POST THEM ON THE SLACK CHANNEL, RESEARCH TALK. LOOKS LIKE WE HAVE QUESTIONS COMING IN. I WILL RELAY THEM AS THEY ARRIVE. THE QUESTION IS WHAT IS -- DESIGN, A PARTICULAR WAY TO CREATE THE EMOTION THAT YOU WANT? DESIGN SUBTITLES IN A PARTICULAR WAY TO CREATE THE EMOTION THAT YOU WANT, AND HOW DO YOU SEE THAT SCALING? >> JAMES HERNDON: THAT'S A GOOD QUESTION. THERE'S A NUMBER OF DIFFERENT THINGS WE HAVE TO TAKE INTO EFFECT. THE MOST LABOR-INTENSIVE ONE INVOLVES JUST SCRIPTING BECAUSE, OBVIOUSLY, WE CAN'T APPROACH THIS TYPE OF AUDIO DESCRIPTION SCRIPTING IN A WAY THAT YOU CAN FOR STANDARD VIDEO BECAUSE THE USER COULD THEORETICALLY BE LOOKING IN ANY DIRECTION AT ANY GIVEN TIME. SO FOR THIS PARTICULAR VIDEO WE BROKE IT UP INTO SCENES, ABOUT TEN-SECOND INCREMENTS WHICH IS CONVENIENT, HOW LONG MOST OF THE SHOTS WERE. AND THEN WE WROTE DESCRIPTIONS FOR EACH FIXED DEGREE OF DIRECTION, FORWARD, BACKWARD, LEFT, RIGHT, UP, DOWN. CONVEYING EMOTIONAL CONTENT, I TRY TO FOLLOW STANDARD AUDIO DESCRIPTION GUIDELINES PUT OUT BY OTHER COMMON STANDARDS FOR GOOD AUDIO DESCRIPTION AND I ALSO DO A LOT OF RESEARCH ON, YOU KNOW, WHAT ARE THE CURRENT FILMS THAT ARE BEING PUT OUT IN VENUES SUCH AS NETFLIX OR AMAZON AND I WATCH THE AUDIO DESCRIPTIONS FOR HOW THOSE ARE CONVEYED AND TRY TO DO IT THAT WAY. I DON'T KNOW IF I CAN SPEAK TO SPECIFIC STANDARDS AROUND CONVEYING EMOTION FOR XR ACCESS, BUT AT THIS POINT, I CAN SAY THAT I HAVE, AS BEST AS POSSIBLE, SO FAR, FOLLOWED THE GUIDELINES FOR GOOD AUDIO DESCRIPTION FOR STANDARD VIDEO AND TRY TO DETERMINE WHAT CAN BE COURTED TO XR AND WHAT MAY REQUIRE SOME TYPE OF AUGMENTATION. >> SHIRI AZENKOT: GREAT. SO, UNFORTUNATELY, THAT'S ALL THE TIME THAT WE HAVE FOR JAMES. NEXT, WE HAVE JOSH O'CONNOR, AND JOSH IS FROM THE W3C. HE'LL BE TALKING ABOUT UNDERSTANDING XR ACCESSIBILITY USER REQUIREMENTS. >> JOSH O’CONNOR: THANKS VERY MUCH. THANKS VERY MUCH, JAMES. THAT WAS VERY INTERESTING. SO, GREETINGS FROM IRELAND, AND MY NAME'S JOSH O'CONNOR. I'M EMERGING TECHNOLOGY SPECIALIST WITH W3C AND I'D LIKE TO TALK TO YOU A LITTLE BIT ABOUT SOME OF THE WORK WE'VE BEEN DOING THERE. SO IN EMERGING TECH AND IN THIS SPACE. SO, I HAVE A STRONG BACKGROUND IN ACCESSIBLE WEB DEVELOPMENT AND EX-CO-CHAIR OF AN ACCESSIBILITY GUIDELINES WORKING GROUP. NOW I'M VERY FORTUNATE TO BE WORKING IN THIS SPACE AND HAPPY TO SHARE SOME OF OUR CURRENT WORK AN XR USER NEEDS. SO, ESSENTIALLY ALL OF THIS WORK AND RESEARCH CONTRIBUTES TO THE DISCUSSION ON DISCOVERING TECHNICAL GAPS IN XR ACCESSIBILITY, RENDERING AND IMPACTS ON THE USER. SO THERE ARE MANY, MANY CHALLENGES OF WHICH WE'RE AWARE. AND EVERYONE HERE IS AWARE. AND ONE OF THE HOPES WITH THE ACCESSIBILITY PROJECT IS THAT EVEN THOUGH KNOWLEDGE AND ACCESSIBILITY IS IMPROVING OVER TIME AND SPACE, LITTLE IS UNDERSTOOD ABOUT THE NEEDS OF PEOPLE WITH DISABILITIES IN XR. AND ALSO THERE'S A CHALLENGE FOR SOME OF THE THINGS THAT WE KNOW FROM 2D ACCESSIBILITY. MAY NOT ALWAYS TRANSLATE EXACTLY INTO XR ENVIRONMENTS AS WELL. WE COME ACROSS THINGS ALSO. SO THERE ARE MANY CHALLENGES AROUND THE TECHNOLOGY, LEGACY, ASSISTIVE TECHNOLOGY, AND XR, THE COMPLEXITY OF INPUT DEVICES OF VARIOUS CONTROL SCHEMES AND MUTUAL PRECISION, PARTICULAR TIMING AND SIMULTANEOUS ACTION AND WHATNOT. SO, WHAT WE DID IN W3C IS WE LOOKED AT ADDRESSING THE CHALLENGES WITHIN THE RESEARCH QUESTIONS TASK FORCE, WHICH IS A TASK FORCE OF THE ACCESSIBILITY PLATFORMS WORKING GROUP. I'LL TRY TO KEEP THE ACRONYMS NO A MINIMUM. WE WORKED WITH COMING UP WITH XR AND USER NEEDS AND WE'VE DRAFTED THOSE AND PRODUCED THE DOCUMENTS WHICH I'M GOING TO PUT IN CHAPTERS HERE. WHAT WE DID IS WE DESIGNED THESE USER NEEDS AND ALSO A SET OF DRAFT REQUIREMENTS WHICH WE HOPE YOU'LL ALL LOOK AT AND WE'D LOVE TO GET YOUR FEEDBACK ON AS WELL. PLEASE DO CHECK THOSE OUT. WE TOOK A MARGINAL APPROACH TO THE USER REQUIREMENT. WE LOOKED AT THINGS, DIVERSE THINGS, FROM NAVIGATION TO OBJECT SEMANTICS, INTERACTION, INTERACTION AND MORE. SO, SOME OF THE TECHNICAL CHALLENGES THAT ARE TOO DEEP TO GO INTO HERE IN ANY GREAT DETAIL, BUT THERE'S LACK OF AWARENESS OF USER NEEDS IN THIS SPACE. THERE'S ALSO POTENTIAL FOR A LOT OF TOKEN ACCESSIBILITY, WHICH IS POORLY IMPLEMENTED SOLUTIONS BASED ON SOMEONE'S IDEA OF WHAT THEY THINK A USER ACTUALLY REALLY NEEDS AND THAT'S NOT A GOOD PLACE TO BE. THERE ARE ALSO CHALLENGES AROUND THE POTENTIAL ARCHITECTURE FOR XR. WHAT WOULD THAT LOOK LIKE, WHAT WOULD THAT NEED TO LOOK RIGHT, WHAT DOES IT NEED TO BE ABLE TO DO. SO WE HAVE SOME VERY INTERESTING DISCUSSIONS AROUND THAT. AND FINALLY, ARE THE TRADITIONAL ACCESSIBILITY TREE API MODELS SUFFICIENT IN THIS SPACE. SO WHAT POTENTIAL IS THERE AND HOW BEST TO GET THERE. OKAY. SO BRIEFLY, THEN, WE HAVE TO REALLY TRY AND WORK OUT WHAT THE MAIN GAPS ARE WITHIN CURRENT STANDARDS, AS THEY RELATE TO ACCESSIBILITY. WE'RE ALSO DISCUSSING TRYING TO WORK OUT WHAT GOOD LOOKS LIKE IN THE SPACE. WHERE DO WE WANT TO BE WITH THESE TECHNOLOGIES. AND THAT'S SOMETHING THAT'S ACTUALLY VERY, VERY INTERESTING DISCUSSION SO WE NEED BROAD ENGAGEMENT FROM STAKEHOLDERS FROM VERY, VERY DIVERSE BACKGROUNDS. THAT'S WHY IT'S SO INTERESTING TO BE HERE. WE CAN ALSO LEARN A LOT FROM THE GAMING INDUSTRY BECAUSE THEY'RE TAKING ACCESSIBILITY VERY SERIOUSLY ALSO IN THE WORK THAT THEY'RE DOING AND HIGH END. IF YOU'RE INTERESTED IN CONTRIBUTING, PLEASE DO, PLEASE READ THE DOCUMENT AND THE INSTRUCTIONS ARE THERE FOR FEEDBACK AND GET INVOLVED SO THANK YOU VERY MUCH. >> SHIRI AZENKOT: GREAT, THANKS, JOSH. SO LET'S SEE IF WE HAVE ANY QUESTIONS FROM THE AUDIENCE. NO QUESTIONS AT THIS TIME. >> JOSH O’CONNOR: THANK YOU. >> AUDIENCE QUESTION: ONE QUESTION. WHAT CAN BE DONE TO IMPROVE AWARENESS IN YOUR -- >> JOSH O’CONNOR: OH, WELL, I GUESS IT'S ABOUT MAKING PEOPLE AWARE THAT THERE ARE ISSUES FOR PEOPLE WITH DISABILITIES IN THE FIRST PLACE. IT'S SIMILAR TO WHAT WAS HAPPENING FOR MANY PEOPLE FOR A LONG TIME. I'VE BEEN DOING THIS FOR 20 YEARS. SO IT'S RAISING AWARENESS ABOUT BARRIERS, PARTICULARLY WHEN TECHNOLOGIES ARE USED FOR CRITICAL SERVICES OR USED FOR THINGS THAT ACCESS THE LEARNING, ACCESS TO EMPLOYMENT, ALL OF THESE THINGS. SO I THINK IT'S THE SAME THINGS THAT IMPROVED AWARENESS FOR 2D WORLD WILL ALSO BE USEFUL FOR IMMERSIVE ENVIRONMENT. DO YOU HAVE ANOTHER QUESTION I THINK AS WELL? SO WHAT IS NEEDED IN THE XR ARCHITECTURE TO SUPPORT ACCESSIBILITY? THAT'S A GOOD QUESTION AND VERY BIG QUESTION. THERE ARE ISSUES AROUND, FOR EXAMPLE, ONE OF THE THINGS I WOULD LIKE TO SEE IS AN OBJECT-ORIENTED ARCHITECTURE, WHERE THERE ARE RELATIONSHIPS DEFINED WITHIN VARIOUS THINGS. A LITTLE BIT ABOUT STATES AND PROPERTIES ACCEPT FAR MORE ADVANCED -- TWO THINGS THAT HAVE PARTICULAR ATTRIBUTES AND QUALITIES THAT RELATE TO EACH OTHER CAN HELP THE USER DEFINE AND UNDERSTAND WHAT THEY ARE, WHAT STATE THEY'RE IN AND ACCORDANCES THAT THEY HAVE. YEAH, I'D LOVE TO TALK ABOUT THAT MORE. SO, YEAH, I DON'T THINK WE CAN REALLY DO THAT IN TWO MINUTES. THANKS FOR THE QUESTION, RICHARD. >> SHIRI AZENKOT: YES, BIG TOPIC. >> JOSH O’CONNOR: YEP. >> SHIRI AZENKOT: OKAY. GREAT. SO THANKS VERY MUCH, JOSH. IT'S TOO BAD WE HAVE SUCH, YOU KNOW, SUCH LIMITED TIME FOR THESE TALKS BECAUSE THEY'RE ALL VERY INTERESTING TOPICS. SO, NEXT WE HAVE FELIX THIEL FROM UNIVERSITY COLLEGE LONDON. AND HE'LL BE SHOWING US A VIDEO ABOUT MAKING VR GAMES MORE ACCESSIBLE, AND EVEN THOUGH WE'RE WATCHING A VIDEO, FELIX IS HERE WITH US TO ANSWER QUESTIONS AFTER THE VIDEO. >> FELIX THEIL: WELCOME TO OUR PROGRAM. ONE WAY TO MAKE IT MORE ACCESSIBLE, A PILOT STUDY. LET US LOOK FOR A MOMENT AT HOW THE THEORY IS PRESENTED TO US. ACCESS. REALITY. REALITY, AFTER ALL. IF YOU PICK UP OBJECTS, YOU DO IT BY BENDSING DOWN AND REACHING OUT OF YOUR HAND. IF SOMEONE SWINGS AT YOU, YOU DUCK LIKE YOU PROBABLY WOULD IN REAL LIFE. YOU CAN SWING CROWBARS AND SAWS LIKE YOU WOULD IN REAL REALITY AND WHY NOT? IF A PLAYER CAN DO THE SAME WAY LIKE WE WOULD IN REAL LIFE, NO LEARNING, NO SUSPENSION OF DISBELIEF. WELL, YES, BUT ACTUALLY NO. SO, THE FIRST PART OF THE STATEMENT, WE ASSUME THAT LIKE IN REAL LIFE, THEY DO IT LIKE WE WOULD AND WHAT IF THEY CAN'T IN THE FIRST PLACE? THERE ARE MANY POTENTIAL REASONS FOR THAT. THEY COULD HAVE A BAD KNEE. THEY COULD HAVE MULTIPLE SCLEROSIS. THEY COULD BE OLD. OR MAY MIGHT JUST PREFER TO BE COMFORTABLE. FOR ALL OF THESE PEOPLE THAT NEED TO SIT DOWN, IT'S REALLY ACCESSIBLE. SITTING DOWN IN GAME PLAY. CERTAINLY BECAUSE IT DEPRIVES A PLAYER FROM SPECIFIC POSITION AND INPUT. THE MOVEMENT. MOVING ALONG IN PARTICULAR. OUR SOLUTION TO THIS IS CALLED CO-PILOTING. MOSTLY FOR REGULAR VIDEO GAMES. CO-PILOTING, A SECOND PLAYER TAKES OVER CONTROLS THAT THE FIRST PLAYER CANNOT DO. IN OUR CASE, POSITION THE CONTROLS. THE FIRST ONE THAT APPLY CO-PILOT TO VIRTUAL REALITY. ANOTHER DID SOMETHING LIKE THAT AS WELL. HOWEVER, THE MAIN DIFFERENCE BETWEEN THEIRS AND OURS, IS THE GAME PROVIDES FOR A SECOND PLAYER. IT'S ALL PROTOTYPE, INPUT DEVICE, THE SECOND PLAYER CAN DO WHATEVER YOU LIKE. USE THE SAME BINDING SYSTEM OF ALL VR GAMES SO CAN USE WHATEVER CONTROLLERS ARE RECOGNIZED. THAT CAN BE ANOTHER VR CONTROLLER. A GAME OR ACCESSIBLE CONTROLLER. IF YOU HAVE YOUR OWN CUSTOM DEVICE, ALL YOU NEED TO DO IS WRITE A FIGURE AND CAN BIND THAT, TOO. AND THE BEST PART OF THAT, THE LEVEL OF THE VR FRAMEWORK, IT JUST WORKS WITH EVERY GAME. HERE'S WHAT IT WOULD LOOK LIKE IN REALITY. THE MOST OBVIOUS SCENARIO IS ONE PLAYER IN VR AND THE SECOND ONE HELPING BUT THAT DOESN'T NEED TO BE THE ONLY ONE BECAUSE DEPENDING ON THE CAPABILITIES THE PLAYERS COULD HELP THEMSELVES, BINDING CONTROLS TO THE OTHER VR CONTROLLER OR USING ACCESSIBLE CONTROLLER FITTED TO THEIR NEEDS. OUR PROTOTYPE, WE RAN A PILOT STUDY WITH EIGHT PARTICIPANTS. THERE EXPERIMENTS PARTICIPANTS WOULD TRAIN IN ROLES. PLAYERS SHOOT DRONES WITH LASER BEAMS. THIS WOULD USUALLY INVOLVE QUITE A LOT OF BODY MOVEMENT. AFTER EACH ROUND, WE THEN WOULD INTERVIEW THE PARTICIPANTS ABOUT THEIR EXPERIENCE. OUR QUESTIONS FOCUSED ON HOW THEY FELT ABOUT THE GAME EXPERIENCE, ITSELF, BUT ALSO WHAT THEY NEED TO COMMUNICATE WITH OTHER PLAYER AS WELL AS CONSIDER THE OUTCOME OF THE GAME. THE SCORE. SOMETHING THE OTHER PLAYER ACHIEVED. WE RAN THIS PILOT IN JANUARY AND DOES LOOK QUITE PROMISING. FOR ONCE, THERE ARE VERY LITTLE -- SURPRISING BECAUSE THE PLAYER MOVES AROUND A LOT. THEN NEXT TO ALL ENJOYED IT. IT'S IMPORTANT BECAUSE IT IS A GAME, AFTER ALL, WHICH SHOULD BE FUN. THEY'RE ALSO ENGAGED IN THE GAME. MANY PREFER THE ROLE OF A VR PLAYER. WE LOOKED TO COMMUNICATION. PEOPLE COMMUNICATE WELL. ASKED ABOUT THAT, MOST TOOK RESPONSIBILITIES FOR THE GAME. IT WAS THEIR RESPONSIBILITY OR ASSUMED. LASTLY, THEY LOOKED AT THE CONTRIBUTION. THE PLAYERS, THE MAJORITY PERCEIVED THE SCORE SOMETHING THAT WAS ACHIEVED TOGETHER, AN EQUAL TASK. OTHERS FELT IT WAS STILL A TEAM JOB, DOING MOST OF THE WORK. IT LOOKS A LITTLE BIT DIFFERENT ON THE DRIVER'S SIDE. CONTRIBUTIONS. HOWEVER, THERE WAS ALSO ONE PARTICIPANT WHO FELT A DRIVER TO BE A MORE IMPORTANT ROLE. SO WHAT'S NEXT? OBVIOUSLY, THEY'D LIKE TO RUN A STUDY, BUT WITH QUARANTINE, PERFORMING STUDY IN VR, IN THE SAME ROOM, ISN'T RIGHT NOW. WE EXPLORE REMOTE CO-PILOTING FOR NOW. HOWEVER, IF YOU'RE CURIOUS ABOUT OUR APPLICATION AND WANT TO GIVE US A SHOT, IT'S REALLY ACCESSIBLE AND READY FOR YOU TO CLONE OR CONTRIBUTE IT. THANK YOU. >> SHIRI AZENKOT: ALL RIGHT. THAT WAS GREAT. SO, IF YOU HAVE ANY QUESTIONS FOR FELIX, GO AHEAD AND POST THEM NOW. AGAIN, THE SLACK CHANNEL IS RESEARCH TALKS. ONE QUESTION FROM THE CHAT IS, WHAT VR HEADSET WAS USED THAT CAUSED SO LITTLE MOTION SICKNESS? >> FELIX THIEL - SO PERHAPS -- I WOULD NOT SAY THAT IT CAUSES LESS MOTION SICKNESS THAN OTHER VIRTUAL REALITY HEADSETS. WHAT WAS THE SURPRISING RESULT IS THAT MY EXPERIMENT CAUSED LESS MOTION SICKNESS THAN WE EXPECTED IT. BECAUSE OF MY EXPERIENCE, PEOPLE ARE MORE MOTION SICK IF YOU MOVE THEM AND THEY DON'T MOVE THEMSELVES. DIDN'T COMPLAIN ABOUT THIS. I SEE COMMENTS THAT PEOPLE CAN'T HEAR ME. YES, NO, MAYBE? HELLO? >> SHIRI AZENKOT: SEEMS LIKE THAT'S BETTER NOW. >> FELIX THIEL: OKAY. THAT'S BETTER? I'LL KEEP IT LIKE THAT THEN. ALL RIGHT. I GUESS THE WHOLE -- WHAT WAS MISSING, AT THE START, WE WERE USING THE LIVE PRO. I WOULD NOT SAY THAT IT CAUSES LESS MOTION SICKNESS THAN OTHER VIRTUAL REALITY HEADSETS. WHAT THE SURPRISE WAS OF OUR EXPERIMENT, DIDN'T SEEM TO CAUSE MORE MOTION SICKNESS THAN PEOPLE MOVING THEMSELVES. HEAR AGAIN -- IS THIS TROUBLE FOR PEOPLE IN GOOGLE MEETINGS AS WELL? >> SHIRI AZENKOT: I CAN HEAR YOU JUST FINE, SO JUST HAVE TO SEE WHAT THE AUDIENCE SAYS. >> FELIX THIEL: THE AUDIENCE SAYS THAT I'M NOT GOOD TO HEAR. I'M ALREADY HOLDING IT CLOSE. >> SHIRI AZENKOT: IT SEEMS LIKE SOME PEOPLE CAN HEAR, FELIX, SO GO AHEAD. >> FELIX THIEL: OKAY. START AGAIN OR JUST CONTINUE? >> SHIRI AZENKOT: YOU CAN START AGAIN. >> FELIX THIEL: ALL RIGHT. THIRD TIME'S A CHARM, RIGHT? WE WERE USING DEVICE PRO. I WOULD NOT SAY IT CAUSES LESS MOTION SICKNESS THAN OTHER VIRTUAL REALITY HEADSETS. THE POINT WAS THAT OUR EXPERIMENT CAUSED LESS MOTION SICKNESS THAN WE EXPECTED IT BECAUSE USUALLY PEOPLE GET MOTION SICK IF THEY ARE NOT MOVED ON THEIR OWN AGENCY. SO WE LOGICALLY CONCLUDED IF YOU HAVE SOMEONE ELSE MOVING THEM, A GAME PAD, THEY WOULD GET MOTION SICK. BUT, YES. BUT THAT WAS NOT THE CASE. I THINK THE COMMENT IN THE CHATS THAT IT WAS A VERY SMALL SAMPLE SIZE, AND I ABSOLUTELY WHOLEHEARTEDLY AGREE. HOWEVER, THAT'S ALL WE GOT BEFORE THE QUARANTINE HIT. >> SHIRI AZENKOT: THAT'S ALWAYS A GOOD THING TO START WITH, AT LEAST. OKAY. WE SHOULD MOVE ON. THANK YOU VERY MUCH, FELIX. AND OUR FINAL PRESENTATION IS GOING TO BE A VIDEO FROM JEE-IN KIM. UNFORTUNATELY, HE IS NOT HERE WITH US TO TAKE QUESTIONS. BUT LET'S GO AHEAD AND WATCH HIS VIDEO. >> JEE-IN KIM: HI, MY NAME IS JEE-IN KIM FROM KOREA. I'D LIKE TO PRESENT OUR PROJECT, ACCESSIBILITY OF IMMERSIVE ENVIRONMENT. MY COLLEAGUE, AUTONOMA UNIVERSITY OF BARCELONA, SPAIN, IS A CO-LEADER OF THIS PROJECT. PEOPLE WITH DISABILITIES WHO CANNOT FULLY USE THEIR SENSORY CHANNELS, IN AN IMMERSIVE ENVIRONMENT, NOT BE ABLE TO GET FULL EXTENT OF SIMULATIONS FOR FEELING, SENSE OF PRESENCE, IN THE VIRTUAL WORLD. AS A RESULT, WITH DISABILITIES MAY NOT BE ABLE TO EXPERIENCE SUFFICIENT EXTENT OF THE ENVIRONMENT. THE USER COULD HAVE HANDICAPS IN IMMERSIVE ENVIRONMENT. IMMERSIVE ENVIRONMENT IS REGARDED AS ACCESSIBLE. SHOULD BE ABLE TO PROVIDE ALTERNATIVE WAYS TO SENSORY OF PEOPLE WITH DISABILITIES. BY USING ASSISTIVE TECHNOLOGIES TO REMOVE THE HANDICAPS. THEN THE PEOPLE WITH DISABILITIES CAN BELIEVE THAT THEY ARE PRESENT IN A REAL WORLD WITH THE SUPPORT OF THE ASSISTIVE TECHNOLOGIES. WE ARE FOCUSING ON RECORRECTIONS IN AN ACCESSIBLE IMMERSIVE ENVIRONMENT. WE AIM TO HAVE A STANDUP FRAMEWORK TO IDENTIFY ACCESSIBILITY NEEDS AND PREFERENCES OF PEOPLE WITH DISABILITIES IN AN IMMERSIVE ENVIRONMENT. ALSO, WE WANT TO BE ABLE TO SELECT ASSISTIVE, PROPER ASSISTIVE TECHNOLOGIES, FOR THEIR NEEDS AND PREFERENCES. AND THEIR NEEDS AND PREFERENCES, CHANGE IT, THEN MANAGE IT TO DEAL WITH SUCH CHANGES AND UPDATES. SO WE WANT TO KNOW HOW TO MANAGE ASSISTIVE TECHNOLOGIES DEPENDING ON THE UPDATE AND CHANGES. INTERACTIONS IN AN ENVIRONMENT CAN BE VISUALIZED AS FOLLOWS. USERS, IF PEOPLE WITH DISABILITIES TRY TO INTERACT WITH VIRTUAL WORLD IMMERSIVE ENVIRONMENT, USER CAN DETECT THE VIRTUAL WORLD WITH INPUT DEVICES AND OUTPUT DEVICES. THE VIRTUAL WORLDS, SIMULATED, SO THAT THE USER BELIEVE THIS VIRTUAL WORLD NOT REAL. >> SHIRI AZENKOT: ALL RIGHT. I FORGOT TO MENTION BEFORE STARTING THE VIDEO THAT WE, UNFORTUNATELY, DON'T HAVE TIME TO SHOW ALL OF IT. SO WE HAVE TO CUT IT OFF. BUT YOU COULD SEE THE ENTIRE VIDEO ON OUR WEBSITE AT XRACCESS.ORG/DEMOS. AND THAT CONCLUDES THIS PORTION OF OUR SYMPOSIUM. THANKS, AGAIN, TO ALL OF THE SPEAKERS. EVERYONE THOUGHT THAT THESE PRESENTATIONS WERE VERY INTERESTING. SO WE'RE REALLY GLAD THAT WE COULD INCLUDE THEM AT XR ACCESS 2020.