skip to main content
10.1145/3491101.3519657acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
poster

Demonstration of VRBubble: Enhancing Peripheral Avatar Awareness for People with Visual Impairments in Social Virtual Reality

Published: 28 April 2022 Publication History

Abstract

Social Virtual Reality (VR) use is growing for socializing and collaboration. However, current applications are not accessible to people with visual impairments (PVI) due to their focus on visual experiences. We aim to design VR technologies to enhance social VR accessibility for PVI. We focus on facilitating peripheral awareness, a vital ability in social activities. With an iterative design process involving five participants, we designed VRBubble, a VR technique to facilitate peripheral awareness for PVI via spatial audio. Based on Hall’s proxemic theory, VRBubble divides the social space with three Bubbles—Intimate, Personal, and Social Bubble—generating spatial audio feedback to distinguish avatars in different bubbles and provide suitable avatar information. We provide three audio alternatives: earcons, verbal notifications, and sound effects. PVI can select and combine their preferred feedback alternatives for different social context to maintain avatar awareness in a dynamic social VR environment.

Supplementary Material

MP4 File (3491101.3519657-video-preview.mp4)
Video Preview
MP4 File (3491101.3519657-talk-video.mp4)
Talk Video

References

[1]
Ronny Andrade, Jenny Waycott, Steven Baker, and Frank Vetere. 2020. Echolocation as a Means for People with Visual Impairment to Acquire Spatial Knowledge of Virtual Space. ACM Trans Access (October 2020). https://doi.org/10.1145/3448273
[2]
J.J. Cadiz, Gina Venolia, Gavin Jancke, and Anoop Gupta. 2002. Designing and deploying an information awareness interface. CSCW02 (November 2002). https://doi.org/10.1145/587078.587122
[3]
Chetz Colwell, Helen Petrie, Diana Kornbrot, Andrew Hardwick, and Stephen Furner. 1998. Haptic virtual reality for blind computer users. ASSETS98 (January 1998). https://doi.org/10.1145/274497.274515
[4]
Euan Freeman, Graham Wilson, Stephen Brewster, Gabriel Baud-Bovy, Charlotte Magnusson, and Hector Caltenco. 2017. Audible Beacons and Wearables in Schools: Helping Young Visually Impaired Children Play and Move Independently. CHI17 (January 2017). https://doi.org/10.1145/3025453.3025518
[5]
Glitch. 2000. Glitch. https://glitch.com last accessed 12 January 2022.
[6]
Edward T Hall. 1966. The Hidden Dimension. Doubleday.
[7]
Gunnar Jansson. 1999. Can a Haptic Display Rendering of Virtual Three-Dimensional Objects be useful for People with Visual Impairments?93, 7 (July 1999). https://doi.org/10.1177/0145482X9909300707
[8]
Julian Kreimeier and Timo Gotzelmann. 2019. First Steps Towards Walk-In-Place Locomotion and Haptic Feedback in Virtual Reality for Visually Impaired. CHI EA19 (May 2019). https://doi.org/10.1145/3290607.3312944
[9]
Joshua McVeigh-Schultz, Anya Kolesnichenko, and Katherine Isbister. 2019. Shaping pro-social interaction in VR: an emerging design framework. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. 1–12.
[10]
Konstantinos Moustakas, Georgios Nikolakis, Konstantinos Kostopoulos, Dimitrious Tzovaras, and Michael G. Strintzis. 2007. Haptic Rendering of Visual Data for the Visually Impaired. IEEE 14, 1 (January 2007). https://doi.org/10.1109/MMUL.2007.10
[11]
Robby Nadler. 2020. Understanding “Zoom fatigue”: Theorizing spatial dynamics as third skins in computer-mediated communication. Computers and Composition 58 (October 2020). https://doi.org/10.1016/j.compcom.2020.102613
[12]
Vishnu Nair, Jay L. Karp, Samuel Silverman, Mohar Kalra, Hollis Lehv, Faizan Jamil, and Brian A. Smith. 2021. NavStick: Making Video Games Blind-Accessible via the Ability to Look Around. UIST21 (October 2021). https://doi.org/10.1145/3472749.3474768
[13]
Research Nester. 2021. Virtual Collaboration Market Segmentation by Tools (Instant Communication, Project Management Tools, Cloud-Based Tools, and Others); and by End-User (IT & Telecom, BFSI, Retail, Healthcare, Logistics & Transportation, Education, Manufacturing, and Others) – Global Demand Analysis and Opportunity Outlook 2021-2029. https://www.researchnester.com/reports/virtual-collaboration-market/2994 last accessed 10 January 2022.
[14]
Donald A. Norman. 1986. User Centered System Design; New Perspectives on Human-Computer Interaction. L. Erlbaum Associates Inc.
[15]
Bugra Oktay and Eelke Folmer. 2010. TextSL: a screen reader accessible interface for second life. W4A10 (April 2010). https://doi.org/10.1145/1805986.1806017
[16]
Elin R. Pedersen and Tomas Sokoler. 1997. AROMA: abstract representation of presence supporting mutual awareness. CHI97 (March 1997). https://doi.org/10.1145/258549.258584
[17]
Radegast Project. 2009. Radegast. Microsoft Windows, Mac, Linux.
[18]
Alexa F. Siu, Mike Sinclair, Robert Kovacs, Eyal Ofek, Christian Holz, and Edward Cutrell. 2020. Virtual Reality Without Vision: A Haptic and Auditory White Cane to Navigate Complex Virtual Worlds. CHI20 (April 2020). https://doi.org/10.1145/3313831.3376353
[19]
Statista. 2019. Leading barriers to mass adoption of VR according to XR professionals worldwide as of the 3rd quarter of 2019. https://www.statista.com/statistics/1099109/barriers-to-mass-consumer-adoption-of-vr/ last accessed 7 July 2015.
[20]
Supermedium. 2015. A-Frame. Cross-platform.
[21]
Manohar Swaminathan, Sujeath Pareddy, Tanuja S. Sawant, and Shubi Agarwal. 2018. Video Gaming for the Vision Impaired. ASSETS18 (October 2018). https://doi.org/10.1145/3234695.3241025
[22]
Shari Trewin, Vicki L. Hanson, Mark R. Laff, and Anna Cavender. 2008. PowerUp: an accessible virtual world. Assets08 (October 2008). https://doi.org/10.1145/1414471.1414504
[23]
Yuhang Zhao, Cynthia L. Bennett, Hrvoje Benko, Edward Cutrell, Christian Holz, Meredith R. Morris, and Mike Sinclair. 2018. Enabling People with Visual Impairments to Navigate Virtual Reality with a Haptic and Auditory Cane Simulation. CHI18 (April 2018). https://doi.org/10.1145/3173574.3173690
[24]
Yuhang Zhao, Edward Cutrell, Christian Holz, Meredith R. Morris, Eyal Ofek, and Andrew D. Wilson. 2019. SeeingVR: A Set of Tools to Make Virtual Reality More Accessible to People with Low Vision. CHI19 (May 2019). https://doi.org/10.1145/3290605.3300341
[25]
Yuhang Zhao, Shaomei Wu, Lindsay Reynolds, and Shiri Azenkot. 2018. A Face Recognition Application for People with Visual Impairments: Understanding Use Beyond the Lab. CHI18 (April 2018). https://doi.org/10.1145/3173574.3173789

Cited By

View all
  • (2024)SonicVista: Towards Creating Awareness of Distant Scenes through SonificationProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/36596098:2(1-32)Online publication date: 15-May-2024
  • (2022)VRBubble: Enhancing Peripheral Awareness of Avatars for People with Visual Impairments in Social Virtual RealityProceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3517428.3544821(1-17)Online publication date: 23-Oct-2022

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
CHI EA '22: Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems
April 2022
3066 pages
ISBN:9781450391566
DOI:10.1145/3491101
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 28 April 2022

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. audio feedback
  2. proxemics
  3. social virtual reality
  4. visual impairments

Qualifiers

  • Poster
  • Research
  • Refereed limited

Conference

CHI '22
Sponsor:
CHI '22: CHI Conference on Human Factors in Computing Systems
April 29 - May 5, 2022
LA, New Orleans, USA

Acceptance Rates

Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

Upcoming Conference

CHI 2025
ACM CHI Conference on Human Factors in Computing Systems
April 26 - May 1, 2025
Yokohama , Japan

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)63
  • Downloads (Last 6 weeks)9
Reflects downloads up to 05 Mar 2025

Other Metrics

Citations

Cited By

View all
  • (2024)SonicVista: Towards Creating Awareness of Distant Scenes through SonificationProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/36596098:2(1-32)Online publication date: 15-May-2024
  • (2022)VRBubble: Enhancing Peripheral Awareness of Avatars for People with Visual Impairments in Social Virtual RealityProceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3517428.3544821(1-17)Online publication date: 23-Oct-2022

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media