Re: Graphics contrast - critical principle

> I am thinking of VR more as a content type, not so much the hardware.  Second Life from ten years ago counts as VR as far as I am concerned, but I am happy to adjust my terminology if you like.

I think the difference might be that I think of VR as a platform? 

Second life is a generated environment (if that's a good term), which is one content type for VR headsets. I think most games would be in that category as well, although they might be more pictoral.

But there are also 360 degree videos, virtual tours (effectively 360 pictures with labels and graphics), and I assume more. All of those can also have 'graphics' in our terms embedded within them, as arrows, menus etc.

AR (augmenting reality) is also fairly close, which would super-impose graphics and text (and other things) over the real environment.

There is a mix of content that could be used within VR. For this SC we want to include the aspects that make sense (I think 1.4.3 Contrast could already be applied?), and ignore what doesn't make sense.

That brings us to:

> Sensory:  Non-text content that is primarily intended to create a visual sensory experience has no minimum contrast requirement.

That's much better. I was trying to think of the aspect that would exclude pictures and paintings but not icons and created graphics. Do you think that would exclude comics? 

> I understand, but I think we may be able to do that without introducing a glossary entry.

I'm happy to explain "graphical elements" it in the Understanding document, if other people think the SC works without that term linked directly from the SC text?



Received on Thursday, 8 December 2016 22:10:56 UTC