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Immersive Simulation of Visual Impairments Using a Wearable See-through Display

Published: 15 January 2015 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. A qualitative user study evaluates the immersiveness, usability and effectiveness of SIMVIZ versus using a smartphone based simulator. SIMVIZ enables quick accessibility inspections during iterative software development.

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    Cited By

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    • (2024)Using mobile eye tracking for gaze- and head-contingent vision simulationsProceedings of the 2024 Symposium on Eye Tracking Research and Applications10.1145/3649902.3655660(1-3)Online publication date: 4-Jun-2024
    • (2024)An Eye-Tracked XR Visual Deficit Simulation Suite for Ocular Disease Education and Assisted Diagnosis2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00376(1164-1165)Online publication date: 16-Mar-2024
    • (2024)Can We Replicate Impaired Vision with Simulation Glasses in Computer-Based Task? An Eye Tracking Validation StudyInformation Systems and Neuroscience10.1007/978-3-031-58396-4_20(231-242)Online publication date: 26-Jul-2024
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    1. Immersive Simulation of Visual Impairments Using a Wearable See-through Display

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      cover image ACM Conferences
      TEI '15: Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction
      January 2015
      766 pages
      ISBN:9781450333054
      DOI:10.1145/2677199
      Permission to make digital or hard copies of all or part 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 components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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      Published: 15 January 2015

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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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      TEI '15 Paper Acceptance Rate 63 of 222 submissions, 28%;
      Overall Acceptance Rate 393 of 1,367 submissions, 29%

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      Cited By

      View all
      • (2024)Using mobile eye tracking for gaze- and head-contingent vision simulationsProceedings of the 2024 Symposium on Eye Tracking Research and Applications10.1145/3649902.3655660(1-3)Online publication date: 4-Jun-2024
      • (2024)An Eye-Tracked XR Visual Deficit Simulation Suite for Ocular Disease Education and Assisted Diagnosis2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00376(1164-1165)Online publication date: 16-Mar-2024
      • (2024)Can We Replicate Impaired Vision with Simulation Glasses in Computer-Based Task? An Eye Tracking Validation StudyInformation Systems and Neuroscience10.1007/978-3-031-58396-4_20(231-242)Online publication date: 26-Jul-2024
      • (2023)Virtual reality as a means to explore assistive technologies for the visually impairedPLOS Digital Health10.1371/journal.pdig.00002752:6(e0000275)Online publication date: 20-Jun-2023
      • (2023)Rendering algorithms for aberrated human vision simulationVisual Computing for Industry, Biomedicine, and Art10.1186/s42492-023-00132-96:1Online publication date: 17-Mar-2023
      • (2023)BlueVR: Design and Evaluation of a Virtual Reality Serious Game for Promoting Understanding towards People with Color Vision DeficiencyProceedings of the ACM on Human-Computer Interaction10.1145/36110317:CHI PLAY(289-318)Online publication date: 4-Oct-2023
      • (2023)Why Should Red and Green Never Be Seen? Exploring Color Blindness Simulations as Tools to Create Chromatically Accessible GamesProceedings of the ACM on Human-Computer Interaction10.1145/36110267:CHI PLAY(165-196)Online publication date: 4-Oct-2023
      • (2023)A Large-Scale Mixed-Methods Analysis of Blind and Low-vision Research in ACM and IEEEProceedings of the 25th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3597638.3608412(1-20)Online publication date: 22-Oct-2023
      • (2023)Understanding Challenges and Opportunities in Body Movement Education of People who are Blind or have Low VisionProceedings of the 25th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3597638.3608409(1-19)Online publication date: 22-Oct-2023
      • (2023)Advanced Visualization Engineering for Vision Disorders: A Clinically Focused Guide to Current Technology and Future ApplicationsAnnals of Biomedical Engineering10.1007/s10439-023-03379-852:2(178-207)Online publication date: 20-Oct-2023
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