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Updated: May 23, 2025

Development of an Audio-based Virtual Gaming Environment to Assist with Navigation Skills in the Blind
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在虚拟现实中探索盲人准技术

Joao Mendes, Manuel Picarra, Ines Goncalves

    IEEE transactions on visualization and computer graphics
    |March 10, 2025
    PubMed
    概括

    这项研究改进了针对盲人用户的虚拟现实 (VR). 与基本的Spatialized Audio相比,目标确认和Reticle-Target视角音频反显著提高了性能.

    科学领域:

    • 人与计算机的交互
    • 虚拟现实可访问性 虚拟现实可访问性
    • 听觉显示器 听觉显示器

    背景情况:

    • 虚拟现实 (VR) 目标任务对视力受损用户来说具有挑战性.
    • 当前的虚拟现实系统往往缺乏对盲人的可访问性.
    • 开发有效的非视觉定向策略对于包容性VR至关重要.

    研究的目的:

    • 调查听觉反技术,以支持盲人用户在VR目标任务.
    • 在VR射箭场景中比较Spatialized Audio,目标确认和Reticle-Target视角的有效性.
    • 评估用户对不同听觉反方法的性能和偏好.

    主要方法:

    • 实施了三种听觉反技术:空间化音频,目标确认和网膜-目标视角.
    • 在VR射箭模拟中对15名盲人参与者进行了用户研究.
    • 根据每个技术,对固定和移动目标的评估性能.

    主要成果:

    • 目标确认和网膜-目标视角显著优于空间化音频.
    • 这两种先进技术都提高了目标准确性和任务完成性.
    • 用户的偏好均分为目标确认和Reticle-Target视角.

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    结论:

    • 听觉反对于使盲人用户能够在VR中执行定位任务至关重要.
    • 目标确认和Reticle-Target Perspective为可访问的VR定位提供了有希望的解决方案.
    • 进一步的研究可以完善这些技术,以实现更广泛的VR可访问性和用户享受.