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For XR Feedback Supplementing Alternative Cues #39

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PAFaieta opened this issue Mar 17, 2020 · 2 comments
Open

For XR Feedback Supplementing Alternative Cues #39

PAFaieta opened this issue Mar 17, 2020 · 2 comments
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@PAFaieta
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PAFaieta commented Mar 17, 2020

Having experienced VR, a lot of the cues are ok, but the tech could still be leveraged especially on a system-level.

Here are some suggestions:

  • Due to VR being mostly based on movement, more haptic feedback being employed for actions such as button/menu use
  • Narration on cursor focus for the multitude of controls
  • Reduced motion/speed options
  • Expanding on 'Safe Space' controls, allowing visuals to be hidden for a period of time
  • Area within visual space for closed captions and easy access to toggle on/off
  • Added visual cues to assist users in finding options or recognize in-game events (applies also to haptic feedback applications)

Note: Some of these recommendations are currently in the draft, and those can be narrowed out. Would be nice to do some further testing with more robust game titles as they release.

@RealJoshue108
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Sounds good @PAFaieta - do keep us posted with anymore suggestions!

@RealJoshue108 RealJoshue108 self-assigned this Apr 1, 2020
@RealJoshue108
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Discussed in RQTF: https://www.w3.org/2020/06/17-rqtf-minutes.html Josh to review and map against current requirements

@ruoxiran ruoxiran transferred this issue from w3c/apa Mar 18, 2022
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