scholarly journals Design of an Augmented Reality Magnification Aid for Low Vision Users

Author(s):  
Lee Stearns ◽  
Leah Findlater ◽  
Jon E. Froehlich
Keyword(s):  
2021 ◽  
Vol 5 (ISS) ◽  
pp. 1-33
Author(s):  
Dr-Ing Lauren Thevin ◽  
Nicolas Rodier ◽  
Bernard Oriola ◽  
Martin HACHET ◽  
Christophe Jouffrais ◽  
...  

Board games allow us to share collective entertainment experiences. They entertain because of the interactions between players, physical manipulation of tokens and decision making. Unfortunately, most board games exclude people with visual impairments as they were not initially designed for players with special needs. Through a user-centered design process with an accessible game library and visually impaired players, we observed challenges and solutions in making existing board games accessible through handcrafted solutions (tactile stickers, braille labels, etc.). In a second step, we used Spatial Augmented Reality (SAR), to make existing board games inclusive by adding interactivity (GameARt). In a case study with an existing board game considered as not accessible (Jamaica), we designed an interactive SAR version with touch detection (JamaicAR). We evaluated this prototype in a user study with 5 groups of 3 players each, including sighted, low vision and blind players. All players, independent of visual status, were able to play the Augmented Reality game. Moreover, the game was rated positively by all players regarding attractiveness, play engrossment, enjoyment and social connectivity. Our work shows that Spatial Augmented Reality has the potential to make board games accessible to people with visual impairments when handcrafted adaptations fall short.


Author(s):  
Florian Lang ◽  
Albrecht Schmidt ◽  
Tonja Machulla

AbstractMany individuals with visual impairments have residual vision that often remains underused by assistive technologies. Head-mounted augmented reality (AR) devices can provide assistance, by recoding difficult-to-perceive information into a visual format that is more accessible. Here, we evaluate symbolic and alphanumeric information representations for their efficiency and usability in two prototypical AR applications: namely, recognizing facial expressions of conversational partners and reading the time. We find that while AR provides a general benefit, the complexity of the visual representations has to be matched to the user’s visual acuity.


Sign in / Sign up

Export Citation Format

Share Document