Playing Without Barriers: Crafting Playful and Accessible VR Table-Tennis with and for Blind and Low-Vision Individuals

Virtual reality (VR) has been celebrated for its immersive experiences, yet its potential for creating accessible and enjoyable environments for Blind and Low-Vision (BLV) individuals remains underexplored. Our project addresses this gap by developing a VR table tennis game specifically designed for BLV players. Utilizing an autoethnographic approach, our mixed-ability team, including three BLV co-designers, prototyped the game through rapid iterative testing and evaluation over four months. We integrated multi-sensory feedback mechanisms, such as spatial audio, haptic feedback, and high-contrast visuals, to enhance navigation and interaction. Our findings highlight the effectiveness of combining these modalities to create an enjoyable and realistic VR sports experience. However, we also identified challenges, such as the need for balanced sensory feedback to avoid overload. This study emphasizes the importance of inclusive design in VR gaming, offering new recreational opportunities for BLV individuals and setting the stage for future advancements in accessible VR technology.

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Publication Details

Published
2024-10-20
DOI
https://doi.org/10.1145/3663548.3688526
Citations
6
Primary Topic
Tactile and Sensory Interactions
Type
article
Field-Weighted Citation Impact
2.06
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article

Playing Without Barriers: Crafting Playful and Accessible VR Table-Tennis with and for Blind and Low-Vision Individuals

Sanchita S. Kamath, Omar Khan, Aziz Zeidieh, JooYoung Seo et al.
6 citations
Tactile and Sensory Interactions
2.06
article

Playing Without Barriers: Crafting Playful and Accessible VR Table-Tennis with and for Blind and Low-Vision Individuals

Sanchita S. Kamath, Omar Khan, Aziz Zeidieh, JooYoung Seo, D. Sethi
article en
6 citations

Abstract

Virtual reality (VR) has been celebrated for its immersive experiences, yet its potential for creating accessible and enjoyable environments for Blind and Low-Vision (BLV) individuals remains underexplored. Our project addresses this gap by developing a VR table tennis game specifically designed for BLV players. Utilizing an autoethnographic approach, our mixed-ability team, including three BLV co-designers, prototyped the game through rapid iterative testing and evaluation over four months. We integrated multi-sensory feedback mechanisms, such as spatial audio, haptic feedback, and high-contrast visuals, to enhance navigation and interaction. Our findings highlight the effectiveness of combining these modalities to create an enjoyable and realistic VR sports experience. However, we also identified challenges, such as the need for balanced sensory feedback to avoid overload. This study emphasizes the importance of inclusive design in VR gaming, offering new recreational opportunities for BLV individuals and setting the stage for future advancements in accessible VR technology.

University of Illinois Urbana-Champaign (US)
Openalex Percentile: Top 13%
Tactile and Sensory Interactions
2.06
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Playing Without Barriers: Crafting Playful and Accessible VR Table-Tennis with and for Blind and Low-Vision Individuals — Sanchita S. Kamath, Omar Khan, et al. · (2024) | TGRS Research Map | TGRS