11-11-2020 10:00 AM
Hi there! Welcome to our discussion forum focused on accessible design in VR. Over the years we’ve been reading and learning from the Oculus developer and customer community about your needs in terms of accessible and inclusive content on the Oculus platform. We’ve created this forum discussion as a home for all developer conversations around accessibility.
Here, you can post your ideas, share your challenges, detail your needs, ask for feedback, and find others to test your applications and features.
We encourage all developers to create inclusive and accessible applications and try different things when it comes to building VR applications. We are still in the early days of building standards for accessible VR and are thrilled to see our developers implement interesting ideas and challenge themselves to solve difficult problems.
We at Oculus are excited to explore the frontier of accessible design through the inclusive VR worlds built by our community. Together, we can build VR apps that everyone can experience equally.
Check out some of the resources below to learn more!
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vastness said:
@MariKyle_Oculus Great info Mari. Thanks.
This info is really good and detailed for developers to really think about for their new projects.
My hat off to Oculus for making this info available and so well done.
Unfortunately for people with severe disabilities, this sometimes isn't enough.
Some low-level access to the controller positioning matrix for use with other controllers like the Microsoft Xbox adaptive controller would be great as an option.
eg. Mapping of the buttons and joysticks on the xbox controller to act as an Oculus touch controller. (limited of course)
You could use this to move say a Virtual oculus controller in the X/Y/Z.
Sip/puff or adaptive switches could be used for the buttons or swapping between left and right controllers.
This wouldn't work for all games but would give some ability to play.
I'm currently developing a system that uses a chin joystick and sip/puff switches mounted underneath the Quest 2 to physically move the Oculus controllers mounted in front of a C1 quadriplegic mate. (no neck movement at all).
It will allow him to be able to move the controllers in an X/Y direction, push the buttons with the sip/puff switches.
But no forward or back movement "Yet"
@ELECTRODOC It's possible to make a 3D print moulded to suit your hand.
The buttons would be set up in positions that you can access with your fingers in your natural position.
Swapping between 2 controllers is more difficult or impossible.
But using a right-hand controller is possible as it has the major buttons for control.
I have modified PS4 controllers to be used with just a thumb and the ring on the index finger.
Look a walkinvrdriver software and driver4vr.
You will need the quest to be connected to a VR pc and the software allows you to use different controllers.
Rod