Blind VR game
Posted: Tue Mar 05, 2013 5:48 pm
Imagine a VR game where you are blind.
This does not render something like the rift useless- it can still serve as a blindfold, but more importantly provide head tracking for binaural audio.
You would also want a really good haptic feedback system, as you will be feeling around a lot. Touch would be key.
One use for such a VR game would be testing the systems for these other senses. You can determine how convincing they are without the visual suggestion to go with them.
It could serve as a way to allow blind people to participate in VR. If the game never assumes you can see, being blind is not a hindrance, and may be an advantage as you are used to dealing with it.
It would need to be a rather different experience than we are used to, as those experiences have been developed over the decades with sight in mind. What would such an experience look like?
There are some tasks that come to mind. The first is blind navigation. I once was part of a team building exercise where we went to a fairly large play structure, blindfolded half the people, and had them climb it while getting directions from a partner. The experience of navigating and climbing a fairly complex structure while blind was interesting. For a game, it could be a race to see who can get to the end fastest. The VR experience has the advantage of safety, you can't actually fall off of it and hurt yourself. this can be done with and without verbal instructions. One variant of the game could involve a sighted partner directing their blind companion, as a team exercise.
Another task could be simulated echolocation. This would require a very precise sound simulation, but there are documented cases of people who have learned how to echolocate. Even more interesting is if it allows you to translate the skill into RL.
You could also have tasks involving the manipulation of small objects. For instance, assembling a puzzle based on feel.
You could have a game similar to Marco Polo, where you try to track down other people based on sound. Or as an inversion, try to escape a monster you can only hear. Or have an audible object, which two teams try to capture.
This does not render something like the rift useless- it can still serve as a blindfold, but more importantly provide head tracking for binaural audio.
You would also want a really good haptic feedback system, as you will be feeling around a lot. Touch would be key.
One use for such a VR game would be testing the systems for these other senses. You can determine how convincing they are without the visual suggestion to go with them.
It could serve as a way to allow blind people to participate in VR. If the game never assumes you can see, being blind is not a hindrance, and may be an advantage as you are used to dealing with it.
It would need to be a rather different experience than we are used to, as those experiences have been developed over the decades with sight in mind. What would such an experience look like?
There are some tasks that come to mind. The first is blind navigation. I once was part of a team building exercise where we went to a fairly large play structure, blindfolded half the people, and had them climb it while getting directions from a partner. The experience of navigating and climbing a fairly complex structure while blind was interesting. For a game, it could be a race to see who can get to the end fastest. The VR experience has the advantage of safety, you can't actually fall off of it and hurt yourself. this can be done with and without verbal instructions. One variant of the game could involve a sighted partner directing their blind companion, as a team exercise.
Another task could be simulated echolocation. This would require a very precise sound simulation, but there are documented cases of people who have learned how to echolocate. Even more interesting is if it allows you to translate the skill into RL.
You could also have tasks involving the manipulation of small objects. For instance, assembling a puzzle based on feel.
You could have a game similar to Marco Polo, where you try to track down other people based on sound. Or as an inversion, try to escape a monster you can only hear. Or have an audible object, which two teams try to capture.