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.834Views2likes3CommentsHand 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?2KViews5likes6CommentsGames for one handed person
Hello, I'm a dad that just bought a quest 2 for his son (13 years old). He has very limited use of his right hand (he may be able to hold the controller, but is unlikely to be able to manipulate the thumbstick, buttons, or triggers). Despite his limitations, he plays FPS on computer quite successfully and usually finds a way to make it work. Can you suggest any games that literally only use one hand? I can use kinesio tape to help his hand grip the controller for games like beat saber etc., which we've played before on ps4 vr, but it would be nice if there were some options where he could literally just use his left hand. Thanks for any suggestions!14KViews2likes15CommentsMeta 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!351Views1like0CommentsOculus 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.1.4KViews0likes0Comments