Oculus Developer Forum - Accessibility Development
Hi there! Welcome to our discussion forum focused on accessible design in VR. Over the years we’ve been reading and learning from the Oculus developer and customer community about your needs in terms of accessible and inclusive content on the Oculus platform. We’ve created this forum discussion as a home for all developer conversations around accessibility. Here, you can post your ideas, share your challenges, detail your needs, ask for feedback, and find others to test your applications and features. We encourage all developers to create inclusive and accessible applications and try different things when it comes to building VR applications. We are still in the early days of building standards for accessible VR and are thrilled to see our developers implement interesting ideas and challenge themselves to solve difficult problems. We at Oculus are excited to explore the frontier of accessible design through the inclusive VR worlds built by our community. Together, we can build VR apps that everyone can experience equally. Check out some of the resources below to learn more! Accessibility VRCs Blog Post VRC Guidelines Documentation Designing Accessible VR Documentation XRA Developer Guide on Accessibility Designing Accessible VR Experiences Video23KViews6likes16Comments[FIXED] I'm really disappointed in the rebind fearure.
Meta fixed this issue! Thank you guys! I have posted about this before, so I don't wanna keep harping on this topic, but before the quest 2 eventually loses support I have to voice my concerns and disappointments in the update that allows users to rebind controllers. Some quick background: I have one hand, I am missing my left. I can strap a quest 2 controller to my left hand and press one button (either the left grab or the left trigger) I can not press 2+ buttons. I was hoping to find in the new update that I would be able to, for instance: rebind Right controller's "A" to Left controller's grab. But, no, I can not. I am only able to rebind local controls, meaning only the left grab can be bound to the left A button not the right A button. This is very sad as I have complete ability in my right hand meaning I don't need to rebind anything there to assist on the right controller. I am sure this update has helped a lot of people who have different circumstances, but it still leaves me disappointed. I hope in the future of VR people who have disabilities like myself are looked out for, but not yet.2.7KViews0likes1CommentSome of my Research on Designing Modular 3D Interfaces for Virtual Reality
Hi all, In a month ill be presenting my work at HCI International regarding a Modular 3D GUI system I've been developing as part of my PhD research. There is a short video below that I think may be of interest to you devs and hopefully spark some ideas around accessibility. It is video 1/3 that has been developed around my research, each with assocaited papers. In addition, I have a paper being published soon regarding removing tremors for ray-based interaction that I touch on briefly at the start. Very passionate about VR dev and especially this domain, so would like to take this post as an opportunity for discussion around VR UI and Accessible design. https://youtu.be/3NhJOPAUMCs Best of luck on your projects, copys of the pre-prints can be found in the description. Feel free to contact me on my website or twitter otherwise. - Corrie1.7KViews1like0CommentsRemote accessibility on meta quest 2.
Hi! I am physically disabled and just purchased a Meta quest 2. After using it for a while, it became clear that I had trouble pushing the A button (note: it worked for everyone else). I suggest that meta develops a setting that allows users to hover the cursor over a button for a certain amount of time to select it. Since ability varies from user to user, I would like to make that time adjustable as well. Approximately 1.3 billion people are disabled (source: WHO), adding this feature would make the metaverse a more inclusive place.1.2KViews0likes0CommentsVirtual Glasses
I'm not certain if this counts as accessibility or not, but it's in the same ball park. If all glasses do is warp the way that light hits our eyes to make our vision clearer, then do you think it would be possible to code a VR headset to take a glasses prescription and change the way it presents images to mimic the glasses and clear their vision in the virtual space? That we have glasses prescriptions means that we know how those measurements effect our vision, so why can't we program the headset to make those changes to how it presents images to us? If you combine that with eye tracking and foveated rendering, then it doesn't seem like it should be impossible.1.4KViews0likes0CommentsAnnouncing the XR Accessibility Project on Github
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 Fox Coordination and Engagement Team Lead, XR Access2.5KViews1like2Comments