The physicality of moving through an exhibit space and engaging with components of the exhibit is an important part of the overall experience for visitors. This section covers the range of physical abilities that can be considered for accessible and optimal engagement through mechanical interactives and controllers while providing a fulfilling experience and preventing physical fatigue.
An amusement ride is defined by the Access Boards guidelines as a system that moves people through a fixed course, within a defined area for the purpose of amusement.
Key accessibility requirements
Accessible route to the main program area
Transfer accessible seats
Clear floor space to enable guest to transfer from a wheeled mobility device to the transfer seat
Clear Floor Space
Transfer Seat Height Range
Transfer Accessible Seats
Example of a mobility accessible projector virtual reality ride - Soarin’ Around the World - Disney Ride
Character height adjustment (Head-Mounted Display VR) - Each user has different requirements for the height of the character within the virtual world. The developer of these scenarios should utilize the floor height measurements provided from the headset, and normalize the height for all users. Furthermore, this feature allows for people who cannot stand, to participate in the game at the frame of reference the scenario was meant to be experienced.
Change in Controls (Head-Mounted Display VR) - A controller or keyboard could be used to alleviate the physical requirement of an experience. The following experiences should have this alternative control scheme:
Turning with head-gaze/head tracking. Note that for motion sickness reduction, peripheral vision will need to be blurred while performing the turn in this technique.
Moving within the digital scenario by physically walking. Note that for motion sickness reduction, teleportation is suggested to be used for the movement scheme over constant movement.
Ducking, and dodging done with body tracking.
Reduction of the Requirement of Motor Input - Some users with limited joint mobility will wish to have the degree of motion required to achieve an interaction within the digital scenario to be reduced. For example, if the scene requires the user to catch a baseball that is above their head, and the user has the health condition of shoulder impingement. This condition makes it difficult for the user to participate, and in this case reducing the height of which the baseball thrown will successfully meet the criteria.
Some general guidelines within virtual reality and augmented reality to follow:
Reduce the degree of movement required to view the entire scene. For example in a full 3D digital environment, if the user cannot turn their neck or body, make sure the important part of the scene is within the field of view of the user at all times by recentering the picture.
Have the ability to spawn interactable game objects in front of the user.
When possible, try to keep all user interactables within the waist and head shoulder level.
Avoid the need of rapid turning (behold 45 degree) within the virtual reality scene.
Visual Display Alignment (Projector Virtual Reality/ AI experience and Augmented Reality) - For each experience, we must respect the height of the user. For projector virtual reality or AI experiences, please refer to the diagram in the images below. For Augmented Reality that relies on image tracking (see following figure), the height of the user in respect to the floor must be respected. With the use of image tracking, include interchangeable picture heights, or include multiple images at different heights. Consider making larger image tracking markers (scan can be performed from a further distance) for users who would wish to interact with the experience at a distance for areas difficult/uncomfortable for mobility devices.
Head-Mounted Display Experiences for Users with muscular dystrophy - Head mounted display experiences might be uncomfortable or impossible for some users. Using the projector virtual reality platform can allow guests who cannot use a headset to experience the digital experience.
Alternative Controllers - One of the main contributions to accessibility is the ability to remap controls of simulations to a variety of different controllers. The following controllers allow for user to participation in virtual reality world in different ways:
Foot Tracking: This technique focuses on users who cannot stand for long periods of time or face high degrees of motion sickness.This controller allows the user to perform the walking movement within the virtual simulation, from the comfort of sitting. Additionally, users in a sitting position are less likely to experience dizziness, and motion sickness during a virtual environment.
Example of this method : Cybershoes
Body Tracking: Provides a way to interact with the user without the use of a physical controller. Body tracking can be used to detect gestures such as raising a hand, or leaning left or right. A controller that utilizes everyday moments, or natural moments are the quickest learnt. Furthermore the head tracking attribute can be used to simulate 3D objects for users with limited mobility. By utilizing changes in neck movement, the user can control the digital environment.
Adaptive Controller - This type of controller is specially made to host customizable button outputs. Key properties include the remapping of controls to a variety of button sizes/shapes, the ability to place buttons at a multitude of positions, and the compatibility with the virtual reality systems. The following example is a compatible controller with standard virtual reality experiences, and can provide an alternative way to interact with the scene (refer to the software section of this chapter).
Example: Microsoft Xbox Adaptive Controller (Images below)