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Uncovering Visually Impaired Gamers’ Preferences for Spatial Awareness Tools Within Video Games

Published: 22 October 2022 Publication History
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    Sighted players gain spatial awareness within video games through sight and spatial awareness tools (SATs) such as minimaps. Visually impaired players (VIPs), however, must often rely heavily on SATs to gain spatial awareness, especially in complex environments where using rich ambient sound design alone may be insufficient. Researchers have developed many SATs for facilitating spatial awareness within VIPs. Yet this abundance disguises a gap in our understanding about how exactly these approaches assist VIPs in gaining spatial awareness and what their relative merits and limitations are. To address this, we investigate four leading approaches to facilitating spatial awareness for VIPs within a 3D video game context. Our findings uncover new insights into SATs for VIPs within video games, including that VIPs value position and orientation information the most from an SAT; that none of the approaches we investigated convey position and orientation effectively; and that VIPs highly value the ability to customize SATs.

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    Cited By

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    • (2024)SoundShift: Exploring Sound Manipulations for Accessible Mixed-Reality AwarenessProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661556(116-132)Online publication date: 1-Jul-2024
    • (2024)Exploring Audio Interfaces for Vertical Guidance in Augmented Reality via Hand-Based FeedbackIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337204030:5(2818-2828)Online publication date: May-2024
    • (2023)A Qualitative Investigation of Real World Accessible Design Experiences within a Large Scale Commercial Game Development Studio2023 IEEE Conference on Games (CoG)10.1109/CoG57401.2023.10333178(1-8)Online publication date: 21-Aug-2023

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          cover image ACM Conferences
          ASSETS '22: Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility
          October 2022
          902 pages
          ISBN:9781450392587
          DOI:10.1145/3517428
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          Published: 22 October 2022

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          1. Audio navigation tools
          2. blind-accessible games
          3. spatial awareness tools
          4. visual impairments

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          • (2024)SoundShift: Exploring Sound Manipulations for Accessible Mixed-Reality AwarenessProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661556(116-132)Online publication date: 1-Jul-2024
          • (2024)Exploring Audio Interfaces for Vertical Guidance in Augmented Reality via Hand-Based FeedbackIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337204030:5(2818-2828)Online publication date: May-2024
          • (2023)A Qualitative Investigation of Real World Accessible Design Experiences within a Large Scale Commercial Game Development Studio2023 IEEE Conference on Games (CoG)10.1109/CoG57401.2023.10333178(1-8)Online publication date: 21-Aug-2023

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