Game design for visually-impaired individuals: Creativity and innovation theories and sensory substitution devices influence on virtual and physical navigation skills
This action research study examined the design elements of three VR games that used an HTC VIVE VR helmet, two HTC game controllers, and a Corner Chair VR horse simulator for functionality and transferability to orientation and mobility (O&M) education for visually impaired individuals.The functionality of the VR games was tested with a visually-im