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Social VR has increased in popularity due to its affordances for rich, embodied, and nonverbal communication. However, nonverbal communication remains inaccessible for blind and low vision people in social VR. We designed accessible cues with audio and haptics to represent three nonverbal behaviors: eye contact, head shaking, and head nodding. We evaluated these cues in real-time conversation tasks where 16 blind and low vision participants conversed with two other users in VR. We found that the cues were effective in supporting conversations in VR. Participants had statistically significantly higher scores for accuracy and confidence in detecting attention during conversations with the cues than without. We also found that participants had a range of preferences and uses for the cues, such as learning social norms. We present design implications for handling additional cues in the future, such as the challenges of incorporating AI. Through this work, we take a step towards making interpersonal embodied interactions in VR fully accessible for blind and low vision people.more » « lessFree, publicly-accessible full text available October 27, 2025
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Yoo, Yejoon; Segal, Jonathan Isaac; Hayes, Aleshia; Won, Andrea Stevenson (, ACM)
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Segal, Jonathan Isaac; Rodriguez, Samuel; Raghavan, Akshaya; Baez, Heysil; Jung, Crescentia; Collins, Jazmin; Azenkot, Shiri; Stevenson_Won, Andrea (, ACM)In virtual environments, many social cues (e.g. gestures, eye contact, and proximity) are currently conveyed visually or auditorily. Indicating social cues in other modalities, such as haptic cues to complement visual or audio signals, will help to increase VR’s accessibility and take advantage of the platform’s inherent flexibility. However, accessibility implementations in social VR are often siloed by single sensory modalities. To broaden the accessibility of social virtual reality beyond replacing one sensory modality with another, we identified a subset of social cues and built tools to enhance them allowing users to switch between modalities to choose how these cues are represented. Because consumer VR uses primarily visual and auditory stimuli, we started with social cues that were not accessible for blind and low vision (BLV) and d/Deaf and hard of hearing (DHH) people, and expanded how they could be represented to accommodate a number of needs. We describe how these tools were designed around the principle of social cue switching, and a standard distribution method to amplify reach.more » « less