RE: Questions for APA based on review of the XR Device API

This is a quite complex spec, and I do not claim to have understood all
details.  So, while I concur with Jason's points, I would like to add a few
additional items for discussion:

 

(1)    Captions in XR: Should there be a pre-defined "channel" for display
of captions for describing spoken words and sounds?  May there be XRDevices
that would natively support the display of captions, either by specific
hardware (additions) or by specific rendering techniques?  If so, the
XRDevice should indicate such a feature, and there should be ways to display
captions on this "channel".  And the user should probably be able to
configure how captions are displayed, e.g. distance, font size, text color
and background color.

(2)    Monoscopic view: Some users may want to see XR content in a
monoscopic manner only (i.e. with one eye).  It seems that section 7.1
already addresses this requirement.

(3)    Alternative ray modes: Section 10.1 allows for the following ray
modes: gaze, tracked-pointer and screen.  It seems possible that users with
motor impairments would like to use some alternative form of pointing, e.g.
by selecting pre-defined regions by numbers on a keypad.  It needs to be
investigated whether the spec supports this.

(4)    Integration of semantic information in the rendering layer vs.
separate offscreen model: As Jason points out, from an accessibility
perspective, it would be important to be able to annotate the rendered
objects in the rendering layer, that is the XRWebGLLayer.  Can we somehow
store semantic information in this layer rather than create an "offscreen
model" as a separate hierarchy of semantic objects?  Having an "offscreen
model" seems more complex for assistive technologies, and takes the risk of
running out of sync with the information in the rendering layer.

(5)    Dependency on Gamepad API: It needs to be checked whether the spec
indeed creates a dependency on a gamepad and its API.  I agree with Jason
that this should not be the case.  Anyway, alternative gamepads (such as the
Xbox Adaptive Controller
<https://news.xbox.com/en-us/2018/05/16/xbox-adaptive-controller/> ) need to
be accommodated, either by fitting into the role of a gamepad, or by
allowing for alternative input devices.  Hopefully the developers of WebXR
have this in mind.

 

Best regards,

Gottfried 

 

Von: White, Jason J [mailto:jjwhite@ets.org] 
Gesendet: Montag, 22. Juli 2019 22:15
An: public-apa@w3.org
Betreff: Questions for APA based on review of the XR Device API

 

Having read substantial portions of the document, concentrating on over-all
capabilities rather than details of the API, I would like to raise a series
of questions.

 

The specification - WebXR Device API: https://www.w3.org/TR/webxr/

 

WebXR Device API Explained:
https://github.com/immersive-web/webxr/blob/master/explainer.md

 

Section 10.2 creates a dependency on the Gamepad API. This introduces the
question of whether the alternative input devices used by people with
disabilities (including those available for game applications) are
adequately supported. I suspect this will depend, at least in part, on
considerations drawn from APA's review of the Gamepad API itself.

 

Section 11 ("Layers") introduces the mechanisms used for visual rendering of
the 3-dimensional XR content. Only one type of layer is presently defined,
but it is made clear that additional layer types may be defined in future
revisions of the specification. The presently defined layer type relies on
WebGL for the rendering of the XR content, and, it appears (section 12), on
an HTML canvas to host it.

 

My present understanding is that only Canvas 2D supports integration with
ARIA (hit regions, etc.), and hence with assistive technologies that depend
on accessibility APIs. WebGL does not offer such support. It therefore does
not appear possible to associate accessibility API objects directly with
components of the 3D scene as rendered within the canvas. However, there are
alternative options (some mentioned at the recently held XR Access
Symposium):

 

1.	The Accessibility Object Model, as I understand it, is ultimately
meant to enable an arbitrarily complex accessibility subtree to be
associated with any DOM node. This might enable an application to maintain a
hierarchy representing the UI of the environment - at least in principle,
and at least for virtual objects. Integration with the real scene in
immersive augmented reality applications raises interesting challenges, of
course. So this is just a potential path forward rather than a solution.
There are clearly important questions regarding the capabilities this would
demand of the Accessibility Object Model, and whether these can be met.
Problems of object selection are a good example of the kind of challenge
that occurs in the XR environment - how to create a nonvisual interface that
provides salient information and interaction opportunities to the user,
without being overwhelming.
2.	The functions typically associated with assistive technologies could
be implemented directly in the XR application, without relying on external
assistive software or associated accessibility APIs. In this case,
application development environments and components used in building
applications would need to provide appropriate support, ensuring that each
application author does not need to reimplement large parts of the
accessibility-related functionality.

There may be other possibilities that I'm overlooking, including
combinations of the above.

 

A further question is how best to support transformations of the visual
scene that may be needed for purposes of accessibility, for example by
people with low vision or those with colour blindness. For example, do
enlargement or other operations make sense as accessibility options in the
XR context? If so, is there a role for an assistive technology in modifying
the visual scene, and perhaps also in modifying the effects of user input,
for example by adjusting the coordinates sent to the XR applications to take
account of changes in the size or position of objects?

 

The specification can at least be read as implying that the XR content
should be rendered as given by the application, and that the inputs should
be conveyed from the hardware to the application, without any intermediary
such as an AT. On the other hand, I didn't find anything that obviously
prevents such use cases from being supported. Again, it's an architectural
question whether an AT is desirable here, which may of course have different
answers according to circumstances.

 

The WebXR Device API only addresses the graphical presentation and the input
mechanisms. Audio is presumably to be created using the Web Audio API. Are
we confident that the integration of audio - including spatial audio - into
XR applications can be well supported by the existing specs? How would
haptic output be supported? These are obviously valuable tools for designers
of accessible interfaces, and we need to be sure that significant gaps do
not exist in the capabilities that the various available APIs provide when
used in combination.

 

It is also clear from recent conversations which I've engaged in that
multi-party interactions could occur in an XR application, raising the
possibility of using WebRTC to convey audio, video, or text that is
introduced into the XR environment. Again, with all of the current and
proposed specifications, do we have what we need from an accessibility
standpoint? If not, what features are missing?

 

These questions obviously extend beyond the WebXR Device API to the total
set of features available to applications, assuming that various specs are
implemented.

 

As always, the Research questions Task Force is available as a forum for
some of the more detailed research and discussions that may be necessary as
this work develops. XR accessibility is currently a topic of RQTF meetings.

 

 

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Received on Thursday, 25 July 2019 18:34:33 UTC