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How VR Can Empower the Blind and Visually Impaired

  • Writer: Nilotpal Biswas
    Nilotpal Biswas
  • 1 day ago
  • 3 min read
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When most of us think of Virtual Reality (VR), we picture stunning, immersive visual worlds. It seems to be a technology built entirely for the eyes. However, a 2012 review paper, "Virtual Reality Technology for Blind and Visual Impaired People: Reviews and Recent Advances," [1] explores a fascinating and vital application of this tech: using it to assist people with visual impairments (VIP). The authors investigate how VR can enhance the computer skills of VIPs and help them utilize recent technology in their daily lives.

The paper highlights that one of the most significant challenges caused by blindness is the difficulty in accessing information. So much of our modern world, from websites and e-learning courses to games, is "vision-centric" and assumes the user can see. VR technology, when adapted, offers a way to bridge this gap. Instead of relying on visuals, these systems substitute information through other senses, primarily audio and touch, to help users navigate and understand complex information.

A major area of focus is mobility. For a blind person, navigating the world safely and independently is a significant hurdle. The paper reviews systems designed to help. Some, for example, use sonar to detect obstacles and then provide vibro-tactile feedback to the user, acting as an extension of their senses. Another system mentioned, "Radio virgilio/sesamonet," uses a combination of RFID tags and Bluetooth to provide audio output to a headset. This system can guide a user along a safe path, provide information about turns or obstacles, and even check if they are going in the right direction.

This concept of non-visual navigation extends into the digital world. The paper discusses the accessibility of computer games and e-learning. Since most e-learning platforms rely on visual media like videos and images, students with vision impairment are often left behind. Accessible design, the authors note, isn't just about technology like screen readers; it also requires a change in methodology, ensuring lessons are not designed with an exclusively visual interface in mind. For games, the solution is often to replace the visual modality entirely with sound or touch. Audio games, which use sonification (displaying information using non-speech sound), and tactile games allow VIPs to acquire game information and participate.

A similar challenge exists with web-based information systems. Most of us navigate websites using the Graphical User Interface (GUI), relying on visual groupings, colors, and layouts to build a mental model of the site. A blind user, however, typically relies on a screen reader, which presents this information in a linear, sequential order. The paper discusses the need for enhanced text-based interfaces and web design that provides text alternatives for visual elements and includes "skip navigation" links so a user doesn't have to listen to the same set of links on every single page. These adaptations are essential for making the web usable for everyone.

Taking the findings from this 2012 review, we can see clear takeaways for designing a modern VR shopping application for people with partial visual impairment. Such an application must not be only "vision-centric" and instead operate as a multi-sensory information system. It should heavily feature the compensatory channels discussed, such as spatial audio and haptics. For navigation, the application could incorporate a "safe path" system, similar to the mobility aids, using audio cues and vibro-tactile feedback to guide the user to different aisles or product categories. When the user "looks at" a product, the system shouldn't just rely on visual magnification. It should provide the information in a clear, linear, audio format, much like an accessible website, allowing the user to easily access the product name, price, and description. This approach ensures the user can build an accurate mental model of the store and its products, transforming the VR environment from a visual simulation into a genuinely usable tool.


Reference

  1. Ghali, N.I., Soluiman, O., El-Bendary, N., Nassef, T.M., Ahmed, S.A., Elbarawy, Y.M. and Hassanien, A.E., 2012. Virtual reality technology for blind and visual impaired people: reviews and recent advances. Advances in robotics and virtual reality, pp.363-385.

 
 
 

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