Loud and clear

The VR game without visuals

Conference Paper (2019)
Authors

Berend Baas (Student TU Delft)

Dennis van Peer (Student TU Delft)

Jan Gerling (Student TU Delft)

Matthias Tavasszy (Student TU Delft)

Nathan Buskulic (Student TU Delft)

N. Z. Salamon (TU Delft - Computer Graphics and Visualisation)

J. Timothy Balint (TU Delft - Computer Graphics and Visualisation)

Rafael Bidarra (TU Delft - Computer Graphics and Visualisation)

Research Group
Computer Graphics and Visualisation
Copyright
© 2019 Berend Baas, Dennis van Peer, Jan Gerling, Matthias Tavasszy, Nathan Buskulic, N. Ziliotto Salamon, J.T. Balint, Rafael Bidarra
To reference this document use:
https://doi.org/10.1007/978-3-030-34350-7_18
More Info
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Publication Year
2019
Language
English
Copyright
© 2019 Berend Baas, Dennis van Peer, Jan Gerling, Matthias Tavasszy, Nathan Buskulic, N. Ziliotto Salamon, J.T. Balint, Rafael Bidarra
Research Group
Computer Graphics and Visualisation
Bibliographical Note
Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.@en
Volume number
11899
Pages (from-to)
180-190
ISBN (print)
978-3-030-34349-1
ISBN (electronic)
978-3-030-34350-7
DOI:
https://doi.org/10.1007/978-3-030-34350-7_18
Reuse Rights

Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons.

Abstract

While visual impairment is relatively common, most sighted people have no idea of what it is like to live without one of the most heavily utilised senses. We developed the game Loud and Clear in order to have them experience the difficulties of being visually impaired, as well as to put in evidence the abilities blind people have developed, which sighted people mostly lack. In this game without visuals, the player has to rely solely on audio to complete objectives within the game. The game consists of a number of puzzle rooms the player has to solve. These puzzles illustrate the challenges of being blind in a playful setting, and challenge the player to use different auditory skills that are key to achieving objectives without vision, such as sound localisation, sound recognition and spatial orientation. The game uses audio spatialisation techniques to give the player a realistic and immersive auditive experience. Preliminary tests of this game show that players acknowledge the initial high difficulty of ‘living’ as a blind person, to which eventually they were able to somehow adapt. In addition, players reported feeling both immersed and educated by the experience.

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