Alison Long
Director of Consumer and Business Services, RNIB
John Paton
Media, Culture and Immersive technologies manager, RNIB
Building a roadmap for accessible gaming
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About RNIB
RNIB Accessible Gaming report 2022
Important messages
User outcomes
Industry outcomes
6 areas of improvement
Identified 6 areas of improvement
Accessible Gaming Symposium
Expanding RNIB’s accessibility consultancy
Working with the games industry
Further research
Work in progress
Spatial audio: 3D sound through 2 channels
Human ears can pinpoint where sounds are coming from in space
Interaural time difference
Sound arrives at the nearer ear quicker
Interaural level difference�
Head Related Transfer Function (Ear crinkles)�
Issues with binaural encoding
Eyegaze and spatial audio
Spatial audio works for sighted people
Sighted people
Blind people
Will the market provide for blind users?
Personalised HRTFs uncommon
Head tracking not common
Will the market provide?
Setup works for mainstream
Extra features incur costs
Will the market support gimmicks?
Way forward
Research needed
Cheerleading needed
Questions
RNIB’s gaming mailbox
RNIB’s Accessible Gaming report
https://tinyurl.com/RNIB-AGR2022
Recordings from RNIB’s Accessible Gaming Symposium