Undergraduate Honors Thesis
Inclusivity Through Ambisonics and Gaming For People Who Are Blind Public Deposited
- Abstract
Around one-third of the world plays video games. The connections and interactions between gamers coupled with positive social teachings like teamwork and effective communication are just a few benefits of playing. However, the cues and information of these games is mostly visual, removing the ability for blind or visually impaired individuals to truly access the benefits. Visually impaired people are more susceptible to injury and mental illness and have less systems of health in place than those who can see. To truly include people who are blind within the current systems of online gaming, high quality directional audio must be implemented. This spatialized audio, called “Ambisonics” has the ability to make video games more inclusive and reduce ableist disparity within online communities. I explore directional sound and its potential impacts on the blind community to see an increase in equity within social circles and technology. The information and trends of modern society are heavily dictated through the screens of visual devices, meaning impact is often reduced without the ability to see. There is a need for the radicalization of accessibility within technology, and it may as well begin with gaming.
Keywords: Visually impaired, Ambisonics, radicalization, technology
- Creator
- Date Awarded
- 2024-04-18
- Academic Affiliation
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- Last Modified
- 2024-08-01
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Thumbnail | Title | Date Uploaded | Visibility | Actions |
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SHEGOLEFF_THESIS_FINAL.pdf | 2024-04-19 | Public | Download |