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Exploring Visual and Motor Accessibility in Navigating a Virtual World

Published: 01 June 2009 Publication History

Abstract

For many millions of users, 3D virtual worlds provide an engaging, immersive experience heightened by a synergistic combination of visual realism with dynamic control of the user’s movement within the virtual world. For individuals with visual or dexterity impairments, however, one or both of those synergistic elements are impacted, reducing the usability and therefore the utility of the 3D virtual world. This article considers what features are necessary to make virtual worlds usable by such individuals. Empirical work has been based on a multiplayer 3D virtual world game called PowerUp, to which we have built in an extensive set of accessibility features. These features include in-world navigation and orientation tools, font customization, self-voicing text-to-speech output, key remapping options, and keyboard-only and mouse-only navigation. Through empirical work with legally blind teenagers and adults with cerebral palsy, these features have been refined and validated. Whereas accessibility support for users with visual impairment often revolves around keyboard navigation, these studies emphasized the need to support visual aspects of pointing device actions too. Other notable findings include use of speech to supplement sound effects for novice users, and, for those with cerebral palsy, a general preference to use a pointing device to look around the world, rather than keys or on-screen buttons. The PowerUp accessibility features provide a core level of accessibility for the user groups studied.

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cover image ACM Transactions on Accessible Computing
ACM Transactions on Accessible Computing  Volume 2, Issue 2
June 2009
128 pages
ISSN:1936-7228
EISSN:1936-7236
DOI:10.1145/1530064
Issue’s Table of Contents
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 ACM 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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Publication History

Published: 01 June 2009
Accepted: 01 February 2009
Revised: 01 February 2009
Received: 01 December 2008
Published in TACCESS Volume 2, Issue 2

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Author Tags

  1. 3D
  2. accessibility
  3. audio interfaces
  4. cerebral palsy
  5. input
  6. virtual worlds

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