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What is Accessible Mixed Reality?
Mixed Reality (MR) pretty much describes itself; it is a medium that consists of computer-generated environments that are blended with real-world features to create an immersive experience. You just strap into your Apple Vision Pro, Microsoft HoloLens 2, or Meta Quest 3, enter your medium of choice, and marvel at high quality virtual content overlaid on the real world.
But recently the term Accessible Mixed Reality has cropped up with increasing regularity, and is now becoming one of those well-accepted terms that many know but fewer understand. In reality, it is pretty simple; it is a holistic approach to making MR as inclusive as possible, and being accessible to diverse users.
Of course, that means players with a range of obvious disabilities, but it also goes much further to include users with other issues too. For example, a growing number of headset manufacturers are now offering prescription lenses as an option so that those who need visual correction can access MR materials to the same degree as those with 20/20 vision. The same applies to aural issues, where the user may have difficulty understanding dialogue or instructions in an App or game. The growing list of accessibility issues includes:
- Impaired mobility. The need to interact with controllers can become increasingly difficult as players mature and their fingers and joints become less dexterous.
- Motion sickness issues. As VR and MR hardware becomes more common, it is apparent that a significant proportion of potential users experience the effects of motion sickness when donning a headset. While this type of sickness tends to be spectrum rather than a standard level, even low-level motion sickness can be unpleasant, and is enough to stop users continuing with the equipment.
- Cognitive accessibility. Not all users are able to deal with the same levels of audio-visual input, and many – particularly older users – can become overwhelmed by the onslaught of motion, colour, and sounds. Creating levels of engagement can help all users enjoy the experience equally.
- Content inclusivity. The general consensus is that all parts of an MR App or game should be accessible and appropriate to all users, and should avoid content that could be seen as being either exclusionary or discriminatory.
All of this might seem like a tall order and something that would impact development timescales, but the truth is that accessibility in virtual content has been at the top of many companies’ agendas for some time. Back in 2017, Microsoft established its Accessible Mixed Reality program, aimed at making virtual content more accessible, and it has grown to become a standard for how inclusivity is built into virtual content.
The goal of this project is to examine ways that new Mixed Reality technologies, such as AR and VR, may be built to be accessible to persons with different types of disabilities. Making sure that persons with disabilities can use technology is usually an afterthought, if it is ever addressed at all. While any solution is better than none, we find that interface designs that take ability-based problems into account from the beginning are far superior.
Developing cross-industry standards and guidelines to ensure high-quality, inclusive experiences could revolutionise the power and reach of this medium. MR technologies are at a crucial point of near-maturity, with emerging but not yet widespread commercialisation. Consequently, MR technologies present an opportunity to integrate accessibility as a fundamental.
Early in 2024, Meta made an announcement on a similar innovation, noting that its team was collaborating with individuals who have impairments and advocates for people with disabilities in order to develop its next line of MR products. The business is reportedly prioritising real-life user experiences while taking a collaborative approach to the creation of future hardware and software, and would prioritise accessibility. The main areas that are being focused on by technology companies include:
- Accessible content. Companies that include AI into their mixed reality software can allow users to automatically transcribe and interpret conversations in real time. AI technologies can move mixed reality material based on user actions and demands. They can provide live subtitles to assist users follow collaborative sessions even if they have hearing difficulties. The growth of generative AI in MR content production enables businesses to create dynamic assistants that can tailor user experiences in real time depending on their individual requirements. For example, an AI assistant in a training software can personalise course content based on the user.
- Tough sensitivity. VR gloves and bodysuits are among the haptic technologies that can take AR experiences to the next level of immersion and aid inclusivity. People with hearing or vision impairments may have trouble navigating virtual environments in a mixed reality setting using traditional signals. By simulating the sensation of touch, haptic feedback devices might improve the “interacting” experience with digital objects and give users greater confidence when navigating their surroundings. People who have trouble seeing or hearing can use haptic feedback to interact with their augmented environments by feeling them physically. The sense of space and the overall sensory experience are both improved by this. For those who struggle with traditional online training techniques, haptic feedback can enhance the learning experience and help with muscle memory improvement. In addition, many reports have highlighted the fact that haptic feedback can be used to speed up the healing process in a range of conditions.
- Motion sickness. The take-up of VR headsets has exposed the level of motion sickness in users. Virtual reality-induced nausea is especially challenging for individuals with sensory or cognitive disabilities. MR developers are tackling this issue by designing more intuitive gadgets that eradicate the feeling of “disconnect” between virtual and physical worlds that drives motion sickness feelings.
Through sophisticated spatial monitoring and computer vision technologies, manufacturers can guarantee that engagement with digital material is both seamless and engaging. High-powered processing processors can be utilised to diminish the latency between a user’s input and the corresponding actions in an XR application, hence alleviating sensations of motion sickness. Developing companies are now experimenting with MR devices and equipment that is designed to address virtual reality sickness, such as chairs that monitor headset motions and adjust to the user’s position in real time, as well as VR shoes and treadmills that provide a more authentic immersive experience.
Unity Developers are excited about how MR is going to aid accessibility in many different markets, and we are keen to help you if you have an idea for a killer game or App. Contact us and see how we can help.