Vr passthrough captions for hearing impaired to let you read what people around you are saying
Enhancing Accessibility with Meta Quest 3's Passthrough Captions Imagine a world where Virtual Reality (VR) isn't just a medium for gaming and entertainment but a powerful tool for accessibility. The Meta Quest 3, with its advanced passthrough capabilities, has the potential to transform this vision into reality by incorporating real-time captions for the hearing impaired. How It Works: The Meta Quest 3's passthrough technology allows users to see the real world around them while still being immersed in the virtual environment. By integrating real-time speech-to-text technology, the headset could display captions for conversations happening in the user's vicinity. This feature would enable hearing-impaired users to understand and participate in conversations effortlessly while using the VR headset. Impact on Accessibility: According to the World Health Organization, around 10% of the global population, which translates to approximately 900 million people, have some degree of hearing impairment. For these individuals, daily interactions and communications can be challenging. By offering real-time captions, the Meta Quest 3 can make VR more inclusive, ensuring that hearing-impaired users can enjoy and benefit from VR experiences just as much as others. Boosting Sales and Market Reach: Meta, as a $1.27 trillion company, stands to gain significantly from such an inclusive feature. Even a modest increase in sales can have a substantial financial impact. For instance: If the global population is approximately 9 billion, about 900 million people are hearing impaired. Capturing just 1% of this market with the new feature could result in 9 million additional users. Given the average price of a VR headset, this could translate into billions in additional revenue. By integrating real-time captioning, the Meta Quest 3 not only enhances the user experience for a significant portion of the population but also opens doors to a vast, untapped market. This accessibility feature would position Meta as a leader in inclusive technology, likely resulting in increased sales, a broader customer base, and a stronger market presence. In summary, incorporating real-time captions in the Meta Quest 3's passthrough view is not just a step towards greater accessibility—it is a strategic move that can drive significant business growth and reinforce Meta's commitment to innovation and inclusivity.825Views2likes3CommentsHand Tracking menu ruins game play
The first thing people do with hand tracking is look at their hands. The second thing they do is touch their fingers. Then Quest shuts down the game; because that's the hand gesture Meta chose as an 'escape' key. I encourage players to see/feel their hands in the experience because it is so much more enjoyable and immersive. Literally the entire point of mixed reality. This menu punishes all that fun with a distracting, overly sensitive button that apparently cannot be disabled. But can it be delayed? Ideally, the icon would not appear until after touching (and holding) thumb/finger together for 2 seconds, then become active (similar to holding controller's menu button down to reset view). I understand Quest "needs" an escape gesture, but not if it constantly interrupts everything. Anyone else dealing with this? Found another solution or workaround?1.9KViews5likes6CommentsMeta UI enhancements for Visual Impairments
Hello, I am a Blind Rehabilitation Specialist working with Veterans at the VA Hospital in Cleveland, OH. I am thoroughly enjoying using the Meta 3 with visually impaired Veterans during their rehabilitation program, and was curious where Meta is at with expanding the visual accessibility options within the Meta 3 UI. Currently, I've been exploring Color correction, Text Size, and Contrast. Adding a Zoom, point-and-speak/narrator/voice over, controller and hand laser options, highlighted cursor, etc, for the UI would be greatly appreciated and beneficial to those accessing VR with sight loss. I am happy to collaborate and be a resource for Meta in expanding accessibility for it's users!351Views1like0CommentsAn open letter to developers regarding ADA friendliness for the visually impaired
Here are some "tips," regarding ADA compliance for the visually impaired... Floating popups and menus should STAY STILL. I am blind in one eye, and it pisses me off, when a floating menu, popup or dialog box keeps moving with my head. THIS MEANS YOU, Forever Bowl. Your last update presented me with a floating popup I couldn't close, because it kept moving with my head, whenever I tried aiming for the "X" (close) icon in the upper right corner. Hello WOOORLD -- In addition to menus, popups & dialog boxes that won't stay still... Use the text size preference in the Quest accessibility settings; or allow me to get closer to the floating menu, popup or dialog box. Stop using semi-transparent menus, popups and dialog boxes in passthrough mode, or give me the option to replace passthrough mode with a black void. Use a heavier font type. I swear, those font strokes must be only 1 point thick. This make the help text especially unusable. Why is it so hard to see the button choices, in your dialog boxes? Kudos to ALCOVE I can turn off antialiasing of text. Floating menus, popups and dialog boxes stay still. I can actually walk up to, and get close to floating menus and popups. I fact, I can walk right through them, if I wanted to 🤣 All text presented in ALCOVE follows the Quest text preferences, accessibility settings. Thank You687Views1like0Comments