SBGames + SIBGRAPI + SVR 2021 | Keynote - Reginé Gilbert

SBGames + SIBGRAPI + SVR 2021 | Keynote - Reginé Gilbert

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good afternoon everyone i'm happy to welcome today  the audience from all our collocated conferences   SVR - symposium on virtual and augmented reality  Sibgrapi - conference on graphics patterns and   images and SBGames - Brazilian symposium on  computer games and digital entertainment   I'm glad to introduce you to our keynote  speaker today Reginé Gilbert. Reginé is a user experience designer   educator international public speaker with over 10 years of experience working  with technology she has a strong belief in  making the world a more accessible place   one that starts and ends with the user. Her areas of research focus are digital accessibility,  inclusive design, and immersive experience and  she's the author of the book    "Inclusive design for a digital world: designing with accessibility in mind". Today Reginé is going to talk to us about   Accessibility XR and I hope you all can benefit  from her views on the subject regardless of   the field you work and research. Please, to those  following the conference as attendees, make   some questions in our dedicated Discord channel.  And if you are following us on YouTube you can   add your questions in the chat of the video and  Reginé can answer them at the end of her talk.  

Okay so without further ado I will  pass the word to Reginé Gilbert Thank you Victor and thank you to everyone  attending and all the folks behind the scenes   who work really really hard on putting  on this conference. I'm really happy to   be here with you today to talk about  XR accessibility so I'm going to   share my screen a line that we have all  used these past 18 months very often. and... wonderful so uh thank  you all again for being here I'm going to be   talking to you about XR accessibility and uh  I just want to start off with the difference   between accessibility and inclusion. Accessible design focuses on the outcome   or end result of a design project inclusive  design is closely related to accessibility   but rather than an outcome it's a methodology for  how to approach design it's a process for creating   a design that can be used by a diverse group of  people this quote is from Cameron Chapman and   on this slide I have an image of a person who's  in a wheelchair, a person with one arm, a person   with a broken leg, a person with a prosthetic, and a  person who has a seeing eye dog with a white cane. I have an image here of four icons of bodies   with one that is darker than the rest.  It's a purple color and the others are orange.  

with the world moving towards a digital age every  day, we need to focus on how these new technologies   can be used by everyone. The reason why I have this  image of four with one that is standing out   is because in the United States where I'm located  one in four people have a disability and there are over a billion people in the world who have a  disability and that number increases as people age. One thing I want to point out is the Web Content  Accessibility Guidelines has four areas of focus   which are perceivable, operable, understandable, and  robust and although VR does not have general   guidelines that are out there I think these  are good to reference perceivable focuses   on the area of vision and hearing. For vision  there is an eye with an icon slash through it,  

for hearing there's an ear icon with a slash through  it, for operable there's motor there's a icon of a   hand holding a cell phone, for understandable it  points to cognition there is an icon of a head   with a question mark inside of it, and for robust  it refers to cognition and motor. So perceivable,   operable, understandable, and robust meaning  that if I am using anything that's on the web   I can perceive it whether I have vision or I  don't, whether I have hearing or I don't. Operable meaning motor, can I use something whether I have  hands or not. In cognition, can I understand it   regardless of what my condition may be. And robust  meaning can I understand it and also can I use it. So I have some ongoing research. Over the  summer of 2021 we (Assad, Mahmoud, and I)   started documenting what design patterns  are currently being used in the industry. 

We examined how they are performing with  respect to accessibility and inclusivity   and how they can be improved. We specifically  focus on using a Quest 2 and I have an image here   of a person who is using VR with gaming  and newspaper and videos surrounding them. So I have an image here of a young black  man in a colorful colored shirt and blue pants seated in a wheelchair next to a white Tesla  with back passenger side falcon wing door open   motioning towards the spacious interior  which could very easily be utilized   to make a wheelchair accessible vehicle with an  in-floor ramp. I'm showing this example because   I think it's important to understand that cars such as Tesla which is quite advanced   has not incorporated accessibility features  into it. So there's accessibility  

and inclusivity challenges that we see out in  the world and certainly in VR. The current challenges are that accessibility options are  often an afterthought. In most cases there's   no real focus on accessibility options there's  very little awareness for challenges faced by   users and there's limited development  tools available for smaller companies So part of what we did this past summer and, you  know, unfortunately due to the pandemic we were   limited in our ability to work with others because  of the fact that COVID is still around   and so we were working on this ourselves. So we  looked at five titles: Beat Saber, which user navigates through an obstacle course with  emphasis on song being played; Waltz of the wizard   where user goes through a maze of different  challenges to progress through a story; We also played Rec Room, a collection  of user made rooms that a person can join   and interact with other people; The epic  roller coaster is where a user sits through   various different rollercoaster rides; Bait which  is a fishing simulator and echo VR, where the user   plays with other players  and a unique sport in space.

So what we learned that there are common  issues present in most titles the type of   accessibility options that are offered  are limited. Issues with accessibility options varied and I'll get into that in a moment. So other issues were physical reactions, psychological reactions, and  barriers to entry and widespread adoption. So there were very few accessibility options just  in general for the titles that we went through   which we chose a few paid and a few free. There  was lack of extensive tutorials and some titles. 

A little flexibility for different play  styles, meaning that a lot of things had to   be done standing up only and not sitting down.  And not friendly for smaller spaces. So I live in   Brooklyn, New York. Some of you may not know about  New York apartments but they are not big and   so a lot of these experiences are not friendly  for smaller spaces and the same for Assad.

Some common accessibility options:  hand tracking, playing while sitting,  playing with one hand, haptic feedback, subtitles,   room scale, or stationary guardian,  and different locomotion options. So with hand tracking, it doesn't  allow full control that a user might have when   using a controller. Playing while sitting is a  limited movement. When trying to play while sitting   and inability to rotate. Haptic feedback, feedback is not accurate to what is happening in the   experience and usage of generic feedback for most  motions. And different locomotion options, some  

options might cause issues for the user such as  motion sickness. So, using multiple accessibility   options in most cases does not work properly  with the titles that we went through. And this was,   from Assad's perspective, this is a barrier  for entry. For the prices listed here   are in um US dollars and then rupees so the Quest  2 goes for 299 and 50 000 rupees, the VIVE Pro goes   for 799 dollars and 132 000 rupees and then the  Valve Index goes for 999 and 165 000 rupees.  This is more than what people make in a year in India and so thinking about this, this is a huge   barrier for entry when it comes to inclusion  and getting more folks involved in this space.

So our goals is future technologies   should be accessible to everyone. It is  imperative to consider accessibility for   future design and development guidelines in  order to provide a more inclusive experience. Improving accessibility is a part of this. So,  provide better tools to the user so they can  

use VR regardless of their physical or mental  challenges, invest in hardware that allows   people to experience VR, implement guidelines and  regulations for digital products with respect to   accessibility, and create a benchmark that can be  used to analyze the accessibility of an experience.   So providing better tools to  the user so they can use VR   regardless of... Sorry. That is a duplicate slide. So our goal to improve accessibility  is: invest in hardware that allows people to   experience VR, provide alternative controllers, provide alternative hardware that makes it   easier for someone to experience VR if they are  having difficulty moving. I have an example that   happened today I have a new grad assistant working  with me this semester who has a large hair. I meant   to put a photo of this in the slide but, you know, ran out of time because I... She was  

trying VR for the very first time and the headset wasn't really fitting properly and   I said "well, what are we going to do?". I said this is  a perfect example of when things are not inclusive   from a hardware perspective. So implementing  guidelines and regulations for digital products   with respect to accessibility. Most other  industries have guidelines and regulations related  

to accessibility such as commercial instruction  construction and... the web! The web has guidelines!   And VR... where are they? So this  needs to be something that we all can   agree upon and have something  similar for virtual reality.

So, creating a benchmark that can be used to  analyze accessibility of an experience, we   don't really have that today. Give an  accessibility score potentially or/and more   information regarding accessibility options  to the user before they make their purchase   because some people will purchase something, a game, and then they can't play it oftentimes. So "the best way to predict the future is  to invent it". This quote is from Alan Kay and, you know, everyone here has the  potential to do really great things. So I have an image here that says "design, test,  and improve". So how can we further improve our  

understanding of issues involving VR? From my  research perspective, that's: More titles, so   given the limited time which we had over the  summer, we could only try a few titles. So my hope is to try more. And now  that we can actually have more human subjects involved, I want to get  more folks with disabilities to actually use VR. The second thing is to use different hardware.  The project was conducted only using a single   headset, the Quest 2. And the third thing  as I said earlier is involve more people.  

So documenting experiences of other people  would give a deeper insight into more issues. Did you all know that 97.81% of the world  hasn't tried VR yet? This is from   Pablo Cardenas who did a talk at the a11y  VR meetup and this was actually the title of   his talk. So 97.81% of  the world hasn't tried VR yet

which means an opportunity! Because  accessibility has been missing in action. XR and VR is being used in artificial  intelligence, assistive technology, business retail,   communications, education, empathy, entertainment,  recreation events, gaming, health, rehabilitation,   meetings, navigation, therapy, training, video  programming, virtual assistants, and wayfinding,   and other things, right? The military  is a huge user of VR technology.  So things to consider when we're creating  experiences or working on experiences or   designing experiences are: what is this experience  like without visuals? without sound? one-handed?   no-handed? seated? standing? with  voice or using a switch controller? And our opportunities are vast.  We can improve communication,   improve customization, improve avatars,  improve navigation, and improve interfaces.

So in 2017, Alice Wong, a disability activist and  founder of the disability visibility project found   in research conducted in partnership with  Lucasfilm's immersive entertainment studio   that people with a variety of disabilities,  from blindness to cerebral palsy to autism,  enjoy using VR and believe it could be beneficial,  but experience major accessibility issues. The inability to customize experience and the  necessity of moving certain parts of the body   were two of the biggest issues  raised by survey respondents. Ian Hamilton, who is an accessibility  advocate, big on gaming accessibility, says that   "thinking about accessibility equals inspiration"  and "thinking about accessibility late equals remediation" so it's imperative that we start to  think about accessibility and inclusion from the   very beginning of whatever it is we're working on,  research, development, design, uh whatever it may be. So I want to talk now about accessible XR and  give some uh examples. So this is improving  

accessibility of an interactive 3d environment  with a screen reader and spatial audio cues from   Zohar Gan. So I'm going to play a video, I hope  everyone can hear it. So here it goes...    Zohar: "an application with a 3d environment running inside a web page technically a canvas with WebAssembly code"   "the application can generate and provide the  web page with semantic description of itself"  "following a request from the user while  the user moves inside application they"   "get updates by the screen-reader about what is  right in front of them in the 3d environment as"  "they walk inside it. Technically using aria-live = polite." System: "block. destination." Sytem: "obstacle" Zohar: "in order to support competitive games the  default semantic excel data doesn't include"   "any object's detailed locations at all. that's  the default behavior that was demonstrated."  "In other non-competitive 3d applications,  educational training, social VR apps, etc."  "the developer might want to provide  more semantic data for their users"   "here's an example of exporting detailed semantic data" System: "obstacle 11 meters" System: "block 17 meters" System: "destination 18 meters" System: "destination 9 meters, destination six meters" Zohar: "now let's close the  screen-reader" "and enable JavaScript based  spatial audio. We will be able to hear the" 

"audio cues with headphones where we rotate  clockwise in the 3d environment" System: "block block block block block destination" System: "block block destination" Zohar: "so JavaScript code on the page took the semantic free description"   "and turned it into spatial audio" I have another video. This is improving  accessibility of a video of an interactive 3d environment The same environment from the demo  I just showed, doing it using spatial audio cues   for the objects that appear in the video. Zohar: "now what about people watching the video of this"   "application, either as live stream or as a  recorded video? let's move to pre-recorded"   "video of this specific application. let's mute the  video, play it and listen carefully. clock block System: "block block block" System: "block block block block block destination" System: "block block block destination" Zohar: "this demonstrates spatial audio  scanning of the objects inside the video"   "using exactly the same code that was used for  the interactive application. So every video that"  "would include the semantic excel metadata could  potentially be made more accessible that way" And this is visual augmentation using  semantic scene description of a video   and a photo of the real world. The demo shows how  a user interacts with specific objects inside the video. The video shows two coffee mugs on a  wide plate which is being rotated at its center.

Video: "visual augmentation based on understanding  of the scene, like here, a demo shows a home"  "video on a web page and near it a graphical shape  that is dragged from the web page and then behind"  "specific objects in the video itself. Here it is  highlighting the closest element in the scene"   "the same interaction can be done with images.  for example moving a graphical shape the same"   "graphical shape behind only a specific object in  the image. this opens up opportunities for visual"  

"augmentation for people with low vision. in the  spirit of soul for fun extend to many this also"  "opens up a lot of creative opportunities for  web experiences to scan across media types" So I want to show you, next, a really cool thing it's called WalkinVR. Some of you  may or may not be familiar with it. This is a video of WalkinVR. It's... I'll  discuss a little bit more after the video here. Video: "virtual reality can be an amazing thing. it gives  people the opportunity to experience things they"   "wouldn't otherwise be able to, like flying  or traveling through space, as well as more" "down-to-earth activities, such as getting a good  workout. it's not quite so easy for everyone though."   "with virtual reality or VR we use real-world  movements to control your actions in the virtual world."

"This is a big part of what makes it so  immersive. but what happens when your real world"   "movements are limited as a result of disability?  it means that some VR games and experiences"   "are simply not an option for you. for example the  game may require you to turn around. if you use a"   "wheelchair, that's not so easy. some disabilities  mean you can't grip things firmly, so you may not"  "be able to hold the controllers at all or have  problems using the buttons. thankfully there's a solution."

"WalkinVR is software that allows you  to adapt a VR environment so that limitations"   "in your movement don't have to mean limitations  in gameplay. It works on the Steam platform and"  "integrates with the SteamVR environment, meaning  it can be used successfully with almost any game."   "Let's look at four ways WalkinVR can adapt  virtual reality. The first is a feature called" 

"virtual movement. This is helpful for when you  can't walk but you can move your hands and"   "hold a controller. To use it you simply grab space  with a button and then move or turn around. With a"   "condition like spinal muscular atrophy, you might  be able to hold the controllers but not maintain"   "them at the height required by the game. In this  situation the position adaptation feature can help."  

"this allows you to adjust the position  in which the controller needs to be held"   "to one that's more comfortable. In the simplest  case, this would mean changing the height. But there are"  "more advanced options too, like using rotation  or the distance the controller is from your body."   "The boost feature amplifies your physical  gestures. This means small movements in the"   "real world translate to much larger ones in the VR  environment. It can get easier to pick up or throw"   "virtual items. This can be particularly helpful if  you have a limited range of hand or arm movements." "Another feature is the ability to set different  parameters for each hand. This can be helpful where"  

"one hand or arm is weaker than the other. For those  that have had a stroke, say, this feature means you"   "can compensate for the weaker arm enabling you  to bring the virtual hand up into your field of vision"   "something that can have a positive  psychological effect if this is more than you"   "can manage in the real world. And it's not just  a position you can adjust. Some people can move"   "the controls well enough but have problems with  buttons and other tactile aspects of gameplay."  

"For these people, there is the personal assistant  function. This allows another person to assist the"  "disabled player using a separate game controller.  They can make helpful adjustments to the avatar's"   "position and also perform button presses,  making gameplay easier for the disabled user."  

"There's also a large group of people who have  problems holding controllers. Those with some"   "forms of cerebral palsy, for example. Attaching  the controllers to yourself in some way can be"   "uncomfortable and they can be easily dropped.  By using WalkinVR in conjunction with Kinect"  

"and potentially other tracking devices, you can  interact with VR environments without the need for"   "a controller. Indeed many games and applications  can be played this way, including workout routines."   "Put together, all these features means you can  finally focus on the whole point of the exercise"  "playing the game. Virtual reality offers a  great way to have fun work out and try new"   "experiences. We're so excited that we can now  open these possibilities up to a wider audience."  

"We very much welcome and look  forward to your comments and feedback." So WalkinVR is available on Steam and it's  adapting VR games for people with disabilities.  WalkinVR has been tested to make VR accessible  for people with cerebral palsy, spinal cord injury,   traumatic brain injury, muscular dystrophies,   spinal muscular atrophies, neuropathy and  orthopedic problems. Here I have a WalkinVR logo  It is a person in a wheelchair holding  controllers in each hand with arm spread wide. A spatial XR which is a video meeting space. Just this year offered a live caption  

so here is a tweet that says "we work in a  global world which means teams are more diverse than ever"  "this means a #diversity of ideas  but may also lead to communication challenges"   "with live translation speak in whatever way you're  comfortable with your colleagues will understand."   So the way that it works is, it's  using AI and it's showing captions   above a person's head which has had  mixed reviews in terms of feedback.   Mozilla Hubs, which is WebVR, as web-based 3d  environment, has done a lot around accessibility.   I can send a link to Victor for the world that folks can try if they're so interested.   And Mozilla Hubs is open to recommendations  which has been great. a11y VR... so...   a11y is a numeronym for the word accessibility. There  are 11 characters between the 'a' and the 'y'.

This is a monthly Meet up started by Thomas  Logan, where folks will meet in Mozilla Hubs but the meetings are also available on YouTube  and past events have included designing a   participatory workshop with Indira Knight, Haptics for XR with Eric Vezzoli and Tim Stutts,   Ideas for ally programs and XR technologies by  Bill Curtis Davidson. So this is a... if folks are   interested in accessibility, I highly recommend  going to YouTube and putting in "a11y VR"   to see some of the past talks and look forward  to the upcoming talks in the coming months.   Another group is a W3C. The W3C has created the Web Content Accessibility Guidelines   and is working on guidelines related to XR this is an ongoing project that folks   are working on. But right now there is a  pretty good document of guidelines around for   accessibility in the XR space. XR Access  is a community that I'm part of. It's part of the  

reason I think I'm here. Victor is also a part  of XR Access. It's a community committed to making   Virtual, Augmented and Mixed Realities - XR - accessible to people with disabilities.   And then there's PEAT which they have a  great accessibility playbook for emerging   technology initiatives. It's a blueprint  for launching a successful initiative  

to drive the development of accessible emerging  technologies. So PEAT is in the United States and   stands for the Partnership on Employment  and Accessible Technologies. And then   the XR Association has the XRA's developer guide.  So for folks who are interested in knowing  

more about accessibility and development,  this is an excellent guide to reference.   And there's also the Oculus Virtual Reality Check  so Accessibility Virtual Reality Checks focus on   audio visuals, interaction, locomotion, movement,  and other aspects of accessible design   which are ways to make your app more compelling  to more people. And just released, this is very exciting,    this happened just a couple days ago,  the XR Accessibility project is now on GitHub so   the XR Accessibility project is an initiative  driven by the XR Association and XR Access to   provide a central place for developers to  find solutions for creating accessible code   across various XR platforms. We were  inspired by developers, key players in ensuring   that this technology is accessible, who reported  challenges in finding accessible code snippets.  

So this features strategies, code, and  tutorials to solve accessibility concerns   across a wide range of platforms. An  index that points to resources all over   the... organized by platform. Validation  of resource usability and functionality,   and a contribution form for adding  additional resources to the project, So these are the featured platforms.  So there's AR core. AR kit, Lumin OS  

Unity, Unreal, WebXR, and windows mixed  reality, supported devices are Android, iOS,   Magic Leap one, for Unity mini, for Unreal mini, for  WebXR web browsers, and for windows mixed reality   the Microsoft HoloLens, the Microsoft HoloLens  2 and the windows mixed reality headsets. So if you're interested in checking it out or  contributing the XR accessibility project is   open source. So if you know of resources that other  developers could benefit from, please share them. I want to talk about my, some of my research  that I've been working on which is looking at...   because I'm looking at XR as a whole, not  just virtual reality, but looking at augmented reality as well and I'm looking specifically  at the areas of inclusion and accessibility.   And I said: where do I start? It's so vast, there's  so many things. So what I ended up doing was   looking at about a little over 60 tools to see... in looking at the area specifically around cost,  

because that's an inclusion issue, and  accessibility from a disability lens and seeing what system requirements were  and what programming languages were. So my grad   assistant and I created a, it's quite a large  spreadsheet of different tools, the cost,   if the tools are enterprise or not, the purposes and  categories for which they're used,    accessibility features, if there are any, the backend  programming language, the scripting language,   the supported platforms, the system  environments, and the features. So when   after we put this all together I said what is  a digestible way for folks to see this and   my grad student and I came up with XR City. So this  is an image of a neon sign of XR City there's   an opaque subway map with stops at free game  VR accessibility and AR. I have this obsession  

with subway maps, so this is what we made. We ended  up making a subway map, so this was back in may   of this year where we looked specifically and  I'll just go over the legend: gaming drawing,   augmented reality, 3d frameworks, characters,  prototyping, modeling, animation, a11y, which is   accessibility, enterprise plan, VR - paid only, paid  and free, and free - because one of the I think   the biggest barriers to even getting into this  space is if things cost money or not or if things   require a computer that folks may not have  or an operating system that folks may not have. And I just want to go back to this real quick,  we looked at over 60 tools. And I, really because my interest is accessibility, there were four, four tools that even had any sort of documentation. So four out of sixty is  not great when it comes to accessibility and   But this is a work in progress. I know  that some of these companies are working on it.   I want to refer to this quote by Antionette  Carroll that "everything around us has been"   "designed, even systems of inequality" and I  want us to think about this because so many,   so much of our research, so much of our design, so  much of our development, is oftentimes excluding   people with disabilities and I think that  we have some choices to make around this area.  

So when we think about creating a more equitable  future, how can we make sure that we are designing   inclusive and and equitable outcomes for  all no matter how big or small the decision. And I'm referring to equity-centered community  design the equity-centered community design   created by the creative reaction lab out of St. Louis is a unique creative problem-solving   process based on equity, humility-building,  integrating history and healing practices,   addressing power dynamics, and co-creating  with the community. So there is a phrase   that's oftentimes said in the disability  community "nothing about us without us" and this is oftentimes not the case when  it comes to our design research and   development. We often times are excluding the  communities with which we're doing the work so with the equity-centered design in general  there's a scenario, history, and healing because   it's important to understand the context of the situation acknowledging and   dismantling power constructs and this  means inviting diverse co-creators,   building humility and empathy, defining and  assessing the topic and community needs, looking   at ideation approaches a little bit differently.  Rapid prototyping, and testing and learning.

So I think, you know, for those who have interest  in accessibility in VR, please get involved.   Begin learning more about  accessibility in this space   Look into organizations such  as the a11y VR meetup, the W3C's work with XR, XR Access, PEAT, and the XR Association. And I'm big on moving from awareness to action. Maybe you all have learned something new  today, maybe you haven't. But if you have,  

how do we take this awareness and move to action?  I think the first step is to start small.   Define what could be, get involved in groups  or organizations and celebrate the little wins.   I mean I thought making my subway map was  a little thing, but it was something that's   kind of been helpful for a few people  so I celebrate that and I can tell you   in all honest, the reason that I  got really interested in accessibility in VR is because I like VR a lot.  I like using it and I'm somebody   with what they would call an invisible  disability. I have some mobility issues   and so it's not something you can necessarily see  and I thought I want to use this stuff as I get older and I may not be able to move as well. So  this is what initially got me interested in this  

and I hope that all of you can move from  awareness to action. So this quote by Idowu says "when you do the things in  the present that you can see,"   "you're shaping the future that you are yet to see." And my last question for all of you is: what  will you do to make a more equitable future? I have a recommendation, this is a great book by  Emily Ladau. It's called "Demystifying Disability"   "what to know, what to say, and how to be an ally"  So you can learn about ableism and accessibility,   disability etiquette, disability  in the media, and how to be an ally. So thank you, so much. If you are interested  in being in contact I'm on Twitter @reg_inee   my email is thank you all so much for listening

Thank you Reginé for the great talk.  It's really good for us, I think we have a lot  of content developers here in the audience   from the different areas, from the games  and also people just working and researching   on topics related to VR, but also on  Computing Graphics, so producing those models,   So I think it's very good to receive  these views and those guidelines   from you on how to move on. So thank you a  lot. We have a couple of questions the first one comes from Anderson I was seeing it right here on the YouTube... Okay so  Anderson asked if you think about the problem 

in a different way, one idea would be  to use especially designed virtual environments   to allow anyone to experiment in VR the challenges  that some people face every day in their lives, for   example, sit at a table that's too high or having  only one hand to manipulate objects etc. What do   you think about this idea of like turning things  the other way around as well    I think that's great. One of the things that I think about with with accessibility because I get to coach   I co-teach an assistive tech class with  Gus and Gus is blind and Gus says   accessibility is options all we need to do  is have extra, you know, like add those options   and then we're kind of we're good. I do  understand that people especially like if   people are on a smaller team there's a lot  of pressure to just get stuff done and out   but what ends up happening is a lot of rework  right so if we think about accessibility from   the very beginning and we offer the options  um yeah and I think what I can't remember the   person's name but what they said is great  because it's like let's change our perspective and let's change the  paradigm of how we're approaching these things Thank you. We also have another question from  Renan, he says that he's working with sonified AR  

aimed at visually impaired folks and a problem  that he has is that the sonification needs to   to sound artificial in the sense that people  do not mistake them for sounds uh from the real   environment because it could be confusing  but they also need to sound natural in a   sense that metaphors from the real world are  easier to understand than just brand new ones   if you have any comments on how like  he could navigate this duality.   yeah, I would I don't know  exactly but one thing to consider   is is it possible to add any sort  of haptic to differentiate between the like   the natural sound and the unnatural  sound um because when you think about   folks who may be in the blind or low vision  communities who may not be like deaf uh deaf blind   haptic feedback is super helpful so I  don't know if that's a possibility with what   you're working on but if it is that's something  to look into or if it's something that is uh   physical is it possible to have something  that's tactile for folks to engage with Thank you. We have a couple of questions I think  we still have time, so Luciana asked as well how may we propose accessibility guidelines  to XR if only a small portion of the citizens   are already using it? Less than 30 percent. How to  start, how we as a community of developers can help?   oh well I think that we need to start to have the  conversation in the first place to let folks know   that is even um an issue right I think that  a lot of um you know because I've talked   to different people not only from the US but in  different countries where they say I don't really   know anything about accessibility and VR what does  that even mean what does accessibility in AR even   look like right so I think it's one starting the  conversation of you know are we doing anything for   accessibility with what we're researching with  what we're making um because I think everything   good starts with the question and I think by just  asking questions and let's start the conversations   going and then let's move from that move  from awareness to action I think that's the   most important thing I think a lot of people are  aware like a lot of people are aware that the web   needs to be accessible yet we're still not fully  accessible and with i think with VR and AR we have   such a great opportunity especially because so  many people haven't tried it yet right um and if   we really want to get more people engaged with it  then we're making it accessible just makes sense.

Totally. I also would have one question myself if I may. So I think for a lot of the content   producers we would not disagree with the need of  accessibility but at the same time we continue   designing and producing content with a  lack of representation and a lack of diversity   even if we do like co-design or,  you know, user studies and I think   any time we decide to create accessibility for  somebody that we do not have a contact with   that's also a problem, so I would like to ask  what was your experience like reaching folks   with disability or these connections, or where  those communities are, how you can reach them?   yeah so one thing we want to get away from is  designing for anybody right um in the bane   of nothing about us without us, we want to include  those communities in what we're doing   I don't care where people live at where wherever  people live there are disability communities   right wherever people live there are people that  are different from themselves right so if we're   talking about from an inclusive perspective um so  i think look outside your door you know there are   people there you know for me um now that we're  able to actually work with folks i'm looking   to I live in Brooklyn and New York city area so  looking to connect with communities the disability   communities here in New York right um luckily I'm  already uh involved with some and and and have   friends in those communities that can kind of  bridge those gaps for me but I would say reach out   right like let's just start to include and again  nothing about us without us you always want to   involve the communities that you're  working with and design with and not for Sure. And I think I do have one last question  it's from Fátima. She said excellent   why didn't we worried about this before is there  any recent demand or greater concentration that's   the reason to emerge with this topic now?  well I think that if you know and this is just my   opinion i don't know exactly what but I have  been working um with like web accessibility   uh for the last like six seven years and i  have seen an increase in awareness around it   and then I would say in the last year I've  seen a lot more accessibility I mean I think the   game the last of us came out and it became  like it was one of the most accessible   uh experiences out there so I think that one  there's a need for it people are getting older   things change with us our eyesight changes our  hearing changes and I think it is something   that accessibility is one of those things that  um we don't you know I always like to ask the   question of my students does anybody text  message here is anybody text message here   at this conference and if the answer is yes  that means you're using something that was   it was initially made for folks who are deaf  right and yet it's something we can all use and i   think that people are now starting to see that if  we make things accessible the more people can use   it the more people can use it the more money we  can make you know we live in this world where that   that matters right so that's that's just my  opinion um but there's a lot of opportunity   to get more folks uh involved you know I  just feel so strongly about this. I like  

to ask the question of people have you ever  wanted to go somewhere and you couldn't get in and how did that make you feel because i think everybody's experienced that  and it's not a good feeling right and so when we   make things and people can't use them it's that  feeling and why would we want to make something   that makes people feel not good at the end of  the day we are all human beings with feelings   and you know when we're developers or designers  or researchers we have some impact on that. Since we still have like a little bit of  time I would take the liberty to make one more   question, okay? It's from Natalia. She asked  if you know about any programs or incentives for   disabled people to pursue careers or studies in this area oh so if you're interested in um like uh... I feel like people are a minority in VR  development but they could have such a unique   perspective it's actually the next one that's  that's oh any programs or incentives for   disabled people to pursue careers or study this  in this area um not off the top of my head   however um XR access is a great resource  for folks who are looking to get involved um   in this area and I think there's like there's a  lot more to come I realize that there are people   from probably a lot of people from Brazil but  from different parts of the world I am US   based and I do take that into consideration  from an inclusion thing that I don't know   what's happening in Brazil but I know um XR access  is a global uh organization, so people are from   all around the world so I would look at that uh  organization to to to get started to find things   but now you've made you've asked the  question that makes me want to find the   answer so now I will and if you want to  email me and we can, I can   if I don't have the answer I probably know  somebody who does so I'm happy to chat Perfect, thank you so much Reginé. It was a great  talk, so it's great for everybody to know those  

doors, those opportunities on how to start  getting engaged with accessibility and   start taking action, so I appreciate so much  you taking the time and coming and talking to us today.   Thank you all, thank you behind  the scene folks and thank you all to   all the attendees thank you so much. Thank you. So goodbye and I wish you all attendees from uh   SVR and SBGames and Sibgrapi a great conference  and I hope to see you on our next sessions.

2021-10-26 21:45

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