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Accessible Hands-Free Input Methods for VR Games

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Computers Helping People with Special Needs (ICCHP-AAATE 2022)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 13341))

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Abstract

New ways to interact with VR environments come with both opportunities and challenges for accessibility. In this work, we summarize different possible hands-free input methods to play a VR game and investigate their applicability. Using a serious game as a Proof of Concept we implemented five focus methods (head-tracking, scanning, head-movement, eye-tracking and voice control) and three activation methods (button, dwelling and blink) exemplary using the Oculus Go standalone VR headset and the Unity game engine. We analyzed the suitability of these methods in a pre-study that excluded head movements for controlling the game based on user feedback. The remaining input methods were evaluated in an explorative user study in terms of operability and ease of use.

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Correspondence to Fiona Heilemann .

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Heilemann, F., Zimmermann, G., Münster, P. (2022). Accessible Hands-Free Input Methods for VR Games. In: Miesenberger, K., Kouroupetroglou, G., Mavrou, K., Manduchi, R., Covarrubias Rodriguez, M., Penáz, P. (eds) Computers Helping People with Special Needs. ICCHP-AAATE 2022. Lecture Notes in Computer Science, vol 13341. Springer, Cham. https://doi.org/10.1007/978-3-031-08648-9_43

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  • DOI: https://doi.org/10.1007/978-3-031-08648-9_43

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-08647-2

  • Online ISBN: 978-3-031-08648-9

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