Speed-of-Light VR for Blind People: Conveying the Location of Arm-Reach Targets

Interacting with close-range objects in Virtual Reality (VR) is often prompted by visual cues, making it hard for visually impaired people to perceive their location and interact with them. To study how to enable blind users to locate and interact with close virtual objects, we adapted the arcade Speed-of-Light game as a blind-accessible VR application. We implemented three techniques: 1) Speech Feedback (e.g., “Top Right”), 2) Sonification, and 3) 2D Grid Position (e.g., “A3” for column and row); and conducted a user study with 15 blind participants aiming to provide insights into the design of non-visual techniques that convey information about targets at arm-reach. Speech Feedback was the most intuitive overall but verbose and the least flexible, while 2D Grid Position was found straightforward for regular spreadsheet users. Results also showed greater difficulty with Sonification, although it was valued by few participants who appreciated the challenge.

Authors

Institutions

Publication Details

Published
2024-10-20
DOI
https://doi.org/10.1145/3663548.3688533
Citations
3
Primary Topic
Tactile and Sensory Interactions
Type
article
Field-Weighted Citation Impact
1.03
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Speed-of-Light VR for Blind People: Conveying the Location of Arm-Reach Targets

Manuel Piçarra, Inês Gonçalves, João Guerreiro, Uran Oh et al.
3 citations
Tactile and Sensory Interactions
1.03
article

Speed-of-Light VR for Blind People: Conveying the Location of Arm-Reach Targets

Manuel Piçarra, Inês Gonçalves, João Guerreiro, Uran Oh, André Rodrigues, Diogo Lança
article en
3 citations

Abstract

Interacting with close-range objects in Virtual Reality (VR) is often prompted by visual cues, making it hard for visually impaired people to perceive their location and interact with them. To study how to enable blind users to locate and interact with close virtual objects, we adapted the arcade Speed-of-Light game as a blind-accessible VR application. We implemented three techniques: 1) Speech Feedback (e.g., “Top Right”), 2) Sonification, and 3) 2D Grid Position (e.g., “A3” for column and row); and conducted a user study with 15 blind participants aiming to provide insights into the design of non-visual techniques that convey information about targets at arm-reach. Speech Feedback was the most intuitive overall but verbose and the least flexible, while 2D Grid Position was found straightforward for regular spreadsheet users. Results also showed greater difficulty with Sonification, although it was valued by few participants who appreciated the challenge.

Ewha Womans University (KR), University of Lisbon (PT)
Gender equality
Openalex Percentile: Top 24%
Tactile and Sensory Interactions
1.03
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.