Design and Evaluation of a Multimodal Feedback VR Exergame for Individuals with Low Vision
Abstract
People with partial vision loss often face limitations in psychological healing and physical exercise due to insufficient visual ability and inadequate interaction design. Existing solutions largely focus on superficial accessibility improvements, while most VR systems remain visually dominant, limiting usability and experience for this group. To address this gap, we present Light of Sound Healing, a VR exergame designed for partially sighted users. Guided by multisensory substitution interaction, the system employs spatial audio as the primary medium for navigation and interaction, translating auditory cues into directional and distance signals. Players locate audio targets and perform physical actions within an immersive environment. The design integrates inclusive design, serious games, and art therapy, with progressive challenges introduced through variations in target size, quantity, and movement. Findings indicate that a multimodal feedback system combining spatial audio, visual cues, and haptic vibration enhances perception and immersion. This approach highlights the potential of auditory-centric interaction for accessible VR and digital rehabilitation. Overall, this study proposes an auditory-centered VR interaction framework that improves engagement and movement experience for visually impaired users, while offering design insights for inclusive immersive systems.
Keywords: Virtual Reality, Serious Games, Visual Rehabilitation
DOI: 10.54941/ahfe1007662
Cite this paper
More from this volume
- Assessment of Competency and Safety Behaviour of Crane Operator Trainees: A Case Study on Conventional and Immersive (VR) Crane Operation Training
- A Comparative Case Study of Crane Operation Training Methods: Immersive Training, Theory-Based Training, and Real Crane Operation
- Bridging the Gap in Immersive Analytics: Visualizing Unstructured Data in the Era of Generative AI
- Exploring Design-Relevant Insights from Existing Heuristic Studies for Virtual Object Design in Virtual Reality
- Design of Serious Games for Historical Culture via Contextualized Experience and Gamified Design Strategies: A Case Study of “Captain Beard”
- A transformation model on how to start a Metaverse Use Case
- Immersive Mindfulness: The Effectiveness of VR-Based Techniques Compared to Traditional Mindfulness Practices
- Evaluation of Participant Impressions in a Reflection Workshop Using VR Scenarios Replicating Toddler Tantrums
- When Seeing Isn't Believing: How Prior Immersion History Dissociates Perceptual from Evaluative Responses to Immersive Displays
- Wayfinding Efficiency of Virtual versus Traditional Signage under Emergency Conditions: A Virtual Reality Experiment
- Fantasy, realism, and attention in virtual reality: An exploratory mixed-methods study of coherence factors and player judgments
- Chu-Han Treasure Keepers: AR Board Game Design Based on Cultural Translation Theory - Case Study of Xuzhou Museum and Intangible Cultural Heritage


AHFE Open Access