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WanderDrift t1_ix0tssx wrote

Can you tell me more about the accessibility aspects of your VR project?

I’m an assistive technologist who dabbles with accessible gaming but more in the aspect of playability with accessible controllers, switches, etc. I’m new to understanding VR and what accessibility features or supplemental devices are available/needed. I understand that this is a developing field and would love to hear what your project learned. It’s great to see accessibility as a focal point.

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EzekielNOR OP t1_ix0ur9d wrote

Aye, one of the reasons we were accepted by Sunnaas Specialist hospital is that we had the accessibility first mindset.

We designed all of our games to be playable seated or standing - and with only one arm (minus one game). We've got a few variations of the controller scheme - some include hold-to-grab, auto-grab and click to release, or click to grab and click to release.
We also allow for the use of rebinding actions to Microsoft Adaptive Controller if needed.

We spent a lot of time designing the world: We wanted relatively high fidelity (https://youtu.be/RG2JmztWGhY This was a very early concept but gets the point across). We also took care to choose colours that aren't distracting.

The importance of not cluttering the world with too many items, while still making it believable was a difficult but important balancing point too.

Sound and audio adjustments, avoiding distracting or uncomfortable sounds. Voice over on every button and menu, including descriptions for the games.

We also have a menu to adjust more weird settings like hue, contrast. But we do not recommend anyone to use these unless there are specific reasons for it.

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