Saved in:
Bibliographic Details
Main Authors: Cao, Xinyun, Ju, Kexin Phyllis, Li, Chenglin, Potluri, Venkatesh, Jain, Dhruv
Format: Preprint
Published: 2025
Subjects:
Online Access:https://arxiv.org/abs/2510.06573
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1866911429960925184
author Cao, Xinyun
Ju, Kexin Phyllis
Li, Chenglin
Potluri, Venkatesh
Jain, Dhruv
author_facet Cao, Xinyun
Ju, Kexin Phyllis
Li, Chenglin
Potluri, Venkatesh
Jain, Dhruv
contents As virtual 3D environments become more prevalent, equitable access is essential for blind and low-vision (BLV) users, who face challenges with spatial awareness, navigation, and interaction. Prior work has explored supplementing visual information with auditory or haptic modalities, but these methods are static and offer limited support for dynamic, in-context adaptation. Recent advances in generative AI allow users to query and modify 3D scenes via natural language, introducing a paradigm that offers greater flexibility and control for accessibility. We present RAVEN, a system that enables BLV users to issue queries and modification prompts to improve the runtime accessibility of 3D virtual scenes. We evaluated RAVEN with eight BLV people and six Unity developers, generating empirical insights into how conversational programming can support personalized accessibility in 3D environments. Our work highlights both the promise of natural language interaction-intuitive, flexible, and empowering-and the challenges of ensuring reliability, transparency, and trust in generative AI-driven accessibility systems.
format Preprint
id arxiv_https___arxiv_org_abs_2510_06573
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle RAVEN: Realtime Accessibility in Virtual ENvironments for Blind and Low-Vision People
Cao, Xinyun
Ju, Kexin Phyllis
Li, Chenglin
Potluri, Venkatesh
Jain, Dhruv
Human-Computer Interaction
As virtual 3D environments become more prevalent, equitable access is essential for blind and low-vision (BLV) users, who face challenges with spatial awareness, navigation, and interaction. Prior work has explored supplementing visual information with auditory or haptic modalities, but these methods are static and offer limited support for dynamic, in-context adaptation. Recent advances in generative AI allow users to query and modify 3D scenes via natural language, introducing a paradigm that offers greater flexibility and control for accessibility. We present RAVEN, a system that enables BLV users to issue queries and modification prompts to improve the runtime accessibility of 3D virtual scenes. We evaluated RAVEN with eight BLV people and six Unity developers, generating empirical insights into how conversational programming can support personalized accessibility in 3D environments. Our work highlights both the promise of natural language interaction-intuitive, flexible, and empowering-and the challenges of ensuring reliability, transparency, and trust in generative AI-driven accessibility systems.
title RAVEN: Realtime Accessibility in Virtual ENvironments for Blind and Low-Vision People
topic Human-Computer Interaction
url https://arxiv.org/abs/2510.06573