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Immersive simulation of visual impairments using a wearable see-through display

Published: 20 October 2014 Publication History
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  • Abstract

    Simulation of a visual impairment may lead to a better understanding of how individuals with visual impairments perceive the world around them and could be a useful design tool for interface designers to identify accessibility barriers. Current simulation tools, however, suffer from a number of limitations, pertaining cost, accuracy and immersion. We present a simulation tool (SimViz) that mounts a wide angle camera on a head-mounted display to create a see-through stereoscopic display that simulates various types and levels of visual impairments. SimViz enables quick accessibility inspections during iterative software development.

    References

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    The braille institute: VisionSim, http://www.brailleinstitute.org/digital/mobile-applications.html.
    [2]
    Fork in the road vision rehabilitation services, http://www.lowvisionsimulators.com.
    [3]
    PS4 camera tools, https://github.com/ps4eye/ps4eye.
    [4]
    National Eye Institute: Eye Health Information, https://www.nei.nih.gov/health.
    [5]
    VR player, http://vrplayer.codeplex.com.
    [6]
    Web based vision simulator, http://visionsimulations.com.
    [7]
    Zimmerman low vision simulation kit, http://www.lowvisionsimulationkit.com.
    [8]
    Jin, B., Ai, Z., and Rasmussen, M. Simulation of eye disease in virtual reality. In Proc. of EMBS'05, 5128--5131.
    [9]
    Mankoff, J., Fait, H., and Juang, R. Evaluating accessibility by simulating the experiences of users with vision or motor impairments. IBM Syst. J. 44:3, 2005, 505--517.
    [10]
    Maxhall, M., Backman, A., Holmlund, K., Hedman, L., Sondell, B., and Bucht, G. Participants responses to a stroke training simulator. In Proc. of ICDVRAT'04, 225--230.
    [11]
    Trewin, S., Cragun, B., Swart, C., Brezin, J., and Richards, J. Accessibility challenges and tool features: An IBM web developer perspective. In Proc. of W4A '10, 32:1--32:10.

    Cited By

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    • (2022)Architects Companion: Simulation of Visual Impairments for Architectural PurposesArtificial Intelligence and Data Science10.1007/978-3-031-21385-4_36(440-451)Online publication date: 14-Dec-2022
    • (2016)Using Video Game Patterns to Raise the Intrinsic Motivation to Conduct Accessibility EvaluationsAdvances in Ergonomics in Design10.1007/978-3-319-41983-1_7(65-78)Online publication date: 6-Jul-2016

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    Published In

    cover image ACM Conferences
    ASSETS '14: Proceedings of the 16th international ACM SIGACCESS conference on Computers & accessibility
    October 2014
    378 pages
    ISBN:9781450327206
    DOI:10.1145/2661334
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 20 October 2014

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    Author Tags

    1. accessibility testing
    2. augmented reality
    3. design tools
    4. oculus rift.
    5. visual impairment
    6. wearable computing

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    ASSETS '14 Paper Acceptance Rate 29 of 106 submissions, 27%;
    Overall Acceptance Rate 436 of 1,556 submissions, 28%

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    Cited By

    View all
    • (2022)Architects Companion: Simulation of Visual Impairments for Architectural PurposesArtificial Intelligence and Data Science10.1007/978-3-031-21385-4_36(440-451)Online publication date: 14-Dec-2022
    • (2016)Using Video Game Patterns to Raise the Intrinsic Motivation to Conduct Accessibility EvaluationsAdvances in Ergonomics in Design10.1007/978-3-319-41983-1_7(65-78)Online publication date: 6-Jul-2016

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