Accessibility Development
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Sos depuis le mois d'août on m'as remplacé mon casque car Hs et depuis impossible de l'appareier avec l application. Les ingénieurs d'Oculus n'ont pas l'air de trouver une solution... donc j ai un casque mais il ne me sert a rien et ça fait 1 mois que ça dure .. .. si quelqu'un a une solution je suis preneur.. Merci
Please watch my YouTube presentation which discusses this idea. Apologies for using "text to speech". https://youtu.be/6ztKZFOLoio The need: My 93 year old mother has severe dementia. Although she can wear an Oculus headset, due to her dementia there's no way she is able to actually understand or control the Oculus using either the Touch controllers or hand tracking. Even, if I take control of the touch controllers, and use casting to the TV it's still hard to take control of the quest while somebody else is wearing it. So there must be many people, who could benefit from the Oculus, but who simply aren't able to actually control it. The Driver-Passenger model would be a special optional mode - in apps supporting it so that enabling two persons with Quest headsets to enter the app environment being linked together. The idea is for example that you have a DRIVER that basically takes charge of everything, for example a carer in a care home who
It seems that we are about to continue using QWERTY for text input, even though we are entering a completely new technological era with VR/XR/Oculus/Metaverse. Puleeeeeze! Let's NOT!About two centuries ago, QWERTY was purposefully designed to slow down typing! It's time to put it to rest. There are much, much more efficient alternatives for a single finger/hand full text entry, more suitable for VR/AR. Our imminent technological transformation begs for a commensurate technological innovation. My question is, given that a non-qwerty input tool is implemented and available for Android, what's the easiest way to port it from Android Studio to Oculus?
This thing is I can upload/update my app through ODH, there is no errors shown. However, my app disappears in the unknown source tab, but I can see my latest update on my distribution through ODH. I tried to drag my file on my PC Oculus application as well, it shows installation successfully, but it does not show up in my quest. Does anyone encounter this issue before?
Bonjourj'aimerai que l'option de suppression des applications de la bibliothèque puisse être implémentée.Pouvez vous le faire rapidement?
Hi Oculus developers. The XR Access Initiative and XR Association have created a new resource for XR developers: the XR Accessibility Project! This Github repository is intended as a place for developers to find helpful guidelines and code snippets to create accessible XR applications. We're hoping that the XR Accessibility Project is able to grow over time, as more developers utilize it and submit the resources they use. We encourage you to take a look, and if you think of something that would be useful for other developers, submit it using the contribution form. You can also submit other comments by creating an issue on Github. We know it's hard enough to develop for XR platforms, let alone to do so accessibly; but we hope this resource will help make sure everyone, regardless of ability, can enjoy the great applications you're making. Best,Dylan FoxCoordination and Engagement Team Lead, XR Access
Just wanted to submit the potential for better accessibility for people missing fingers. Hand tracking is amazing to watch with friends and family use, but it would be awesome to be able to turn off select fingers to allow for hand tracking to function. Maybe even change dominant finger, etc. I only have seven fingers, missing my middle on my left, and my index and middle on right. The hand tracker goes crazy trying to figure out what is happening. Just a thought ha ha.
I have owned every Samsung Galaxy Note from the first to the 20 ultra. I have about six cell phones that I have bought for my employees. The only phone that I really I'm concerned about is the Galaxy Note 10 plus that is my personal phone. Apparently it does not work with the VR headset? Is there anything I can do to make my Note 10 plus compatible or do I have to purchase a new headset? I have been a Samsung DieHard fan since 2006 with the Galaxy S2 and this is the first time that I have felt that Samsung has not catered to their loyal fan base. I'm sure one of y'all knows the answer but I have been online for days looking for the remedy and I can find nothing? I'm not completely tech savvy so please take it easy with the criticisms and accusations. The way I see it is that we're all a Samsung family and I would hate to think that because I bought new devices that I no longer have access to VR? Can someone please help or explain what I need to do? Thank you all!
Please forgive me if this has been answered. I searched for a while but couldn't find a clear response. I have one Oculus Quest 2 Device for my child. I plan to purchase a second Oculus Quest 2 Device for my second child. Will I have to purchase the games and apps again for the second Oculus Quest 2 Device? Thank you!
(this is an expanded version of a Twitter thread left yesterday) The video shared on Facebook the other day states that auto captions will be available at system level and apply to all VR locations a user/player can travel to. Auto captions - commonly referred to by the community as "craptions" - are not a substitute for proper captions. On top of the inaccuracy issues they are unable to fully understand context and meaning, especially for captioning sounds. And effective VR captioning has to be able to interact with the game world itself, as you can see in games like Vacation Simulator and Virtual Virtual Reality. This is necessary for avoidance of vergence accomodation conflict. If you're going to continue down the path of offering them you need to very clearly explain that they are solely a player tool to improve the accessibility of the small minority of legacy games that were built without subtitling. You should not be telling developers that they are a time a
Hi Everyone,I wanted to know about player heights. We are developing games for Vr and we are looking at what is the best way to match players' height. For example, someone with a small body size should be able to reach the same things ingame as someone taller.We think this is important for competitive games where an adult can compete with a Kid.Do you have any advice or example to do this correctly?
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