Re: Discussion about Blind Accessibility - the next steps?

My own work's mainly been with Peter Meijers image to sound rendering, though mostly with image mapping lately in regards to paint software. My audiocraft prototype utilizes a simulated depthmap of the 3D environment for taking snapshots, I had considered adding solid colored textures as well so users could adjust the filtering to identify key objects like switches, doors, hazards, enemies, items, etc. I had also applied a compass style tone system for tracking the players viewing point and position of the reticule when moving around and looking up/down, and was going to add proximity audio cues to objects near the reticule, along with footstep sounds based on the material surface.

Combining environmental audio cues and beacons with the capability to take snapshots of the immediate area could potentially help provide some overlap in sensory input and better assist with navigating environments, well 3D ones at least.

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