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Magnify effect for visually impaired people #66

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Cameron-Micka opened this issue Jul 7, 2022 · 2 comments · Fixed by #94
Open

Magnify effect for visually impaired people #66

Cameron-Micka opened this issue Jul 7, 2022 · 2 comments · Fixed by #94
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enhancement New feature or request in progress This issue is currently being worked on

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@Cameron-Micka
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Describe the problem

Graphics Tools should supply a tool to help magnify the screen in stereo rendering contexts.

image

Describe the solution you'd like

1. Create URP Render Feature to Blit a Zoomed in Frame Buffer in XR

Great starting place for how to do this: How to perform a full screen blit in Single Pass Instanced rendering in XR | Universal RP | 13.1.7 (unity3d.com)

Once you have this working in a simple test scene look at:

2. Create Component to Add & Configure Zoomed In Render Feature

The Unity component should allow end users to configure in the Unity inspector (and at runtime):

  • How much to zoom in by (200% etc.)
  • The output should be a texture users can display in the scene how they see fit

3. Build a Zoom Sample Scene

Add a sample scene to MRGT which shows how to configure the zoom component and display it in the world.

4. Implement Post Processing Options for the Zoom

This will require experimentation on what is feasible. But some initial ones to test:

  • Color inversion
  • Color contrast adjustment
  • Sharpening filters

Ideally these happen in the same shader pass as the zoom (to avoid extra passes) and can be toggle on/off at runtime via the zoom component.

Describe alternatives you've considered

n/a

Additional context

Support for URP only is fine.

Could be similar to the bifocals in SeeingVR: SeeingVR: A Set of Tools to Make Virtual Reality More Accessible to People with Low Vision - Microsoft Research

@Cameron-Micka Cameron-Micka added the enhancement New feature or request label Jul 7, 2022
@Cameron-Micka Cameron-Micka added the in progress This issue is currently being worked on label Jul 7, 2022
@ChuksOk ChuksOk mentioned this issue Aug 26, 2022
@HoloMoto
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HoloMoto commented Aug 26, 2022

@ChuksOk @Cameron-Micka
I have been working with low vision people for some time.

https://seirios48.medium.com/mixedreality-for-low-vision-3410d7c8b69c

 My friend cannot see holograms fine, but when she gets close, she says, 'I see!' She was very impressed.
 In fact, I have done a magnified view combined with the eye tracking feature and he said the results were very good and much easier to see. (Although my implementation was forced and not something I could use on a daily basis, considering the load, etc.)
 
 I find this feature very appealing and also fascinating as I have found myself wanting to employ a zoom display at times due to resolution issues and the user's environment.

 I think this feature would contribute greatly to the accessibility of MixedReality applications.
 I'll be the first to try this feature when it's ready and share it along with my efforts with fellow developers and many others at community events like the TokyoHoloLens Meetup etc.!

@Cameron-Micka
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I'll be the first to try this feature when it's ready and share it along with my efforts with fellow developers and many others at community events like the TokyoHoloLens Meetup etc.!

This all sounds wonderful, thank you @HoloMoto! Yes, we would love any feedback or learnings you found when working on tools to improve vision for low vision people. (Thanks for the blog post link too, I'll read it.)

Accessibility is something we want to put more emphasis in for Mixed Reality tools.

@Cameron-Micka Cameron-Micka linked a pull request Dec 13, 2022 that will close this issue
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3 participants