WalkinVR SteamVR Utility Adds Accessibility Options To PC VR

A new SteamVR utility aims to make virtual reality more accessible to users with physical disabilities, such as those who are can only perform certain actions or have limited movement options. The software is highly customizable and covers a range of different situations.

The software, called WalkinVR, releases on June 29 on Steam and works directly with SteamVR in order to provide options for VR users who have physical disabilities. For example, if a user is in a wheelchair, it may difficult for them to physically turn or move while in VR. With WalkinVR, the user could be assisted by a third party, who uses an Xbox controller to make movements or positional adjustments for the VR user. Alternatively, WalkinVR also provides options to bind movement options to controller buttons, enabling the user to use a VR controller to simulate any required real-life movement that they may not be able to physically perform.

This is just one example of what WalkinVR can do — there are many more. If a user’s ability to move a controller is minimal or restricted, WalkinVR can dynamically adjust small or restricted controller movement to represent larger actions when translated into VR. Basically, slow or small movement of a controller in real life can be adjusted to be interpreted as a a faster or larger movement in VR. You can see this in action in the video embedded above.

One notable feature is the ability to use a Kinect device to track a user’s hands and translate this to controller movement in VR. This is aimed at users who are can’t fully grip or use controller.

As the software is for SteamVR, it is only available for PC VR headsets or Oculus Quest when using it via Oculus Link.

WalkinVR is available on Steam from June 29.

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WalkinVR’s Solution Removes Physical Disability Barriers to VR Gaming

WalkinVR

Developer Grzegorz Bednarski has been working on his solution to help remove any gameplay barriers people with physical disabilities may find with virtual reality (VR) for several years now. Called WalkinVR, the SteamVR compatible software has been available in beta form since 2017, next week it’ll officially launch on Steam.

WalkinVR

As VR technology has evolved and matured so has the gameplay, moving away from gamepad or 3DoF controls to far more physical, roomscale interactions. While this has allowed for more creative and immersive worlds to be built, not all players have the range of motion needed to play these titles.

WalkinVR is designed to offer an all-in-one solution to aid those who love or want to enjoy VR gaming but don’t have the necessary physical movement to play a lot of the experiences available.

The software offers a wealth of options to cover various disabilities such as those who have suffered a stroke, are in a wheelchair or have spinal muscular atropy for example. These can cause a range of issues when playing a VR videogame, from turning to holding motion controllers at the required height to interact with the environment.

WalkinVR

So WalkinVR‘s features include enhancing movement range of the hands, virtual movement for turning, leaning and crouching. If a player has weak hands or spastics then hands can be tracked with the help of a Kinect or Azure device. Should pressing buttons pose an issue then a third-party can assist through a gamepad, pressing the required button where required.

WalkinVR is scheduled to launch via Steam on 29th June 2020, supporting Oculus Rift, HTC Vive, Valve Index and Windows Mixed Reality headsets. There will be free and premium versions, working with all videogames and applications available on SteamVR. VRFocus will continue its coverage of WalkinVR, reporting back with further updates.

Making VR Accessible for Everyone

Most human beings are right-handed. This means, that by and large, most things are designed for use by right-handed people. Can openers, scissors, even pens are all biased towards the right handed community. Videogames are no different, as any leftie who has tried to play Legend of Zelda: Skyward Sword or Sonic and the Black Knight will tell you. There are other, similar biases at work too, present in the virtual reality (VR) world. Lets look at some of them.

Gesture Controls

The popularity of gesture controls is growing slowly, but for obvious reasons, the vast majority of people testing the applications and videogames that use these functions are right-handed, and for the most part the player avatars default to being right-handed as well. This can cause some serious issues for left-handed players when they are using the ‘wrong’ hand to control an action, such as swing a sword or fire a gun, aim could be badly off or simply not register. Some titles have a ‘lefty flip’ option, but many do not.

Xenoma e-skin VR

Form Factors

Several smaller, more petite people have reported problems with the HTC Vive headset, complaining of its front-heavy weight, and the lack of suitable adjustment on the strap, so it would not fit correctly. Conversely, people with large hands trying to use the Oculus Touch controllers have likewise experienced problems, such as hand cramps.

This problem extends to accessories such as Data Gloves, which are often designed to fit generic ‘common’ sizes are are not designed to accommodate people with very large, or very small hands. It isn’t really practical to get a custom glove made, though one solution is present in the form of the Go Touch VR ‘gloveless’ data hand sensors.

Disabilities

Much has been written about the ‘simulation sickness’ problem with VR. While that is indeed an issue, there are other, slightly more subtle issues that may wish to be looked at. Many VR titles are designed to be standing, or room-scale, particularly for the HTC Vive, which presents a problem for those with limited mobility, or people who have problems standing for long periods? Any company should be looking to expand the market as far as possible, so it seems a great shame to leave out a potential market. One potential solution is Walkin VR, a middleware application that can map movement to a controller button to make things easier for players with disabilities. This sort of solution ought to be given more attention and integration.

WalkInVR image

Lighting Options

When watching something on a TV, tablet, PC monitor or smartphone, there are multiple options to control the brightness and contrast, and even special applications to adjust the colour to reduce eye fatigue. While there are some workarounds for some high-end VR platforms, for the most part these options are unavailable for VR displays. Research has shown that certain types of light can prevent restful sleep and cause other problems such as headaches if the light is too bright, at the wrong frequency, or using too much ‘blue’ light. While it could be argued that altering the lighting messes with the immersion and artistic vision of a videogame, those same tools have existed for PC for years with little complaint.

In conclusion, a few small tweaks and additions could go a long way towards making VR a more comfortable place for everyone.

WalkinVR Showcases its VR Accessibility Software with new Videos

A couple of months ago VRFocus reported on WalkinVR, a piece of software designed to make virtual reality (VR) more accessible for those with disabilities. Recently WalkinVR released some videos showcasing how its software works.

Designed to be used by anyone who needs a wheelchair, maybe bed-bound or has the use of one arm, WalkinVR supports both Oculus Rift and HTC Vive through SteamVR at present.

“WalkinVR aims at giving users with physical disabilities the freedom of unlimited movement in virtual reality. The Driver enables them to rotate and move around a virtual environment without the need of lower body motion using any VR Config in SteamVR environment,” developer Grzegorz Bednarski told VRFocus.

Bednarski plans to extend that support which can be seen in the first video. “Currently work is being done on Release 2 that will allow people with other disabilities to enjoy VR as well, he continued. “That will include spinal muscular atrophy (SMA) where problem is with keeping hands high due to weak muscles. Additionally WalkinVR will allow more control using classic gamepad so people with hand disabilities can take some of the control using their feet.”

WalkinVR is already available to download from the official website for €32 EUR. Checkout how Bednarski is making VR more accessible and for further updates on WalkinVR, keep reading VRFocus.

Walkin VR Software Makes VR Easier For Disabled People

Playing room-scale virtual reality (VR) experiences usually involves quite a bit of movement. Standing, crouching, waving of arms have all been involved in various VR titles, but what of those with limited mobility, fatigue or joint problems, or people who need to use a wheelchair? Things become a lot more difficult in many ways for users with disabilities, so a piece of software called Walkin VR is aiming to make it a little easier.

Walkin VR is designed to work in tandem with Steam VR. Once Walking VR is installed and Steam VR is opened, the software pops up as an option. The Steam VR status window will show a small wheelchair icon to indicate if Walkin VR has been detected; when the icon is green, the software is active. Then the user needs to select a status window that shows the currently available controllers and reassigning the movement controls, for example it is possible to set the grip trigger on the right controller to be the ‘rotation’ action. It is possible to associate two types of movement actions; rotation and movement with three buttons available to assign; Grip, System and Menu. When this is set up correctly, it is possible to move around within the VR environment without moving physically.

There are still a few problems with the current implementation, however. At times Steam VR has problems keeping up with the Walkin VR movement and can lag slightly, causing movement to become uncontrolled. In addition, in videogames where the button assigned to movement is used for another function, this can also cause issues, such as if the Oculus ‘System’ button is assigned to movement, the Oculus Menu will always be triggered as well. In some titles, Walkin VR does not function at all, even though the software is active.

It is apparent that the software is still in relatively early days of development, but it is a tool that could prove to be invaluable for users with disabilities. Further information about Walkin VR can be found on the official website.

VRFocus will keep you informed on developments for Walkin VR and other innovative VR products.