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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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  • We’re the Royal National Institute of Blind People (RNIB), one of the UK’s leading sight loss charities and the largest community of blind and partially sighted people. 
  • We recognise everyone’s unique experience of sight loss and offer help and support for blind and partially sighted people.
  • We’re a catalyst for change – inspiring people with sight loss to transform their own experience, their community and, ultimately, society. Our focus is on giving them the help, support and tools they need to realise their aspirations.

About RNIB

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RNIB Accessible Gaming report 2022

  • Working with Moray House School of Education, University of Edinburgh and i2 media research, Goldsmiths, University of London
  • User research
        • Quantitative Research, large scale survey of 500+ respondents
        • Follow-up Qualitative Research
  • Industry Consultation

tinyurl.com/RNIB-AGR2022

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Important messages

User outcomes

  • Less than 10% felt games were accessible
  • Still motivated to play
  • 95% felt negatively towards developers who didn’t consider accessibility

Industry outcomes

  • Strong desire to make games accessible
  • Lack of knowledge about how to do so

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6 areas of improvement

Identified 6 areas of improvement

  • Participatory design
  • Knowledge sharing
  • Motivations and mandates
  • Infrastructure challenges
  • Interface challenges
  • Future research areas

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Accessible Gaming Symposium

  • Hybrid event partnering with Abertay University
  • Two days with:
    • presentations
    • panel sessions
    • networking time
  • Breakout workshops themed on the 6 areas
  • Big names in attendance

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Expanding RNIB’s accessibility consultancy

  • New post to work on accessible gaming
  • RNIB’s gaming community networks
  • Recruiting gamers into pool of user testers

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Working with the games industry

  • Industry is motivated to change
  • Similar to approach used with UK broadcasters
  • Help industry achieve their goals
  • Collaborative beats combative
  • Links from symposium

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Further research

  • Further research from both gaming report and Symposium
  • RNIB will collaborate with
    • Universities
    • Research organisations
    • Games industry
  • Research leads are open to all

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Work in progress

  • Accessible gaming report
  • Gaming symposium
  • Expanding RNIB’s accessibility consultancy
  • Working with games industry
  • Further research
  • Design For Every Gamer

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Spatial audio: 3D sound through 2 channels

Human ears can pinpoint where sounds are coming from in space

  • Interaural time difference
  • Interaural level difference
  • Head Related Transfer Function (Ear crinkles)

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Interaural time difference

Sound arrives at the nearer ear quicker

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Interaural level difference�

  • Sound louder in nearer ear
  • Head blocks sound to other ear

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Head Related Transfer Function (Ear crinkles)�

  • Sound bounces of crinkles in the ear
  • Sound position encoded by echoes and attenuations
  • Especially important for �elevation

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Issues with binaural encoding

  • HRTF is dependent on earshape
  • Ears as unique as fingerprints
    • Listeners can learn to use profile HRTFs
  • Need to know where the head is pointed

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Eyegaze and spatial audio

  • Turning to face a sound gives more precise sound location
  • Sighted viewers will be watching the screen
  • Virtual barbershop
    • Why are there few other examples?

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Spatial audio works for sighted people

Sighted people

  • Secondary information channel
  • No head tracking needed

Blind people

  • Single information channel
  • Greater accuracy needed for HRTFs
  • Natural to turn head

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Will the market provide for blind users?

Personalised HRTFs uncommon

  • Specialist setup
  • AI based attempts

Head tracking not common

  • Apple Airpods pro, Sony Linkbuds, Huawei FreeBuds Pro 2
  • Premium price
  • Reviews rarely focus on head tracking

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Will the market provide?

Setup works for mainstream

  • Standard HRTF and no head tracking

Extra features incur costs

Will the market support gimmicks?

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Way forward

Research needed

  • How much does turning the head break immersion?
  • How much difference does a personalised HRTF make
  • Evaluation of AI generated HRTFs

Cheerleading needed

  • Audio games,
  • benefits of good NGA,
  • diverging from screen first

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Questions

RNIB’s gaming mailbox

gaming@rnib.org.uk

RNIB’s Accessible Gaming report

https://tinyurl.com/RNIB-AGR2022

Recordings from RNIB’s Accessible Gaming Symposium

https://tinyurl.com/RNIB-AGS2022