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Blogs > Abrahams Accessibility
Second Life is now too important not to be accessible
Peter Abrahams By: Peter Abrahams, Practice Leader - Accessibility and Usability, Bloor Research
Published: 11th December 2007
Copyright Bloor Research © 2007
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Just over a year ago I wrote an article Second Life Class Action about the inaccessibility of Second Life and followed that in January by the suggestion of a beginning of a solution in Second Life open source accessible client.

My Class Action article was a little tongue in cheek as Second Life, at that time, was really only a pastime/game/entertainment and although people with disabilities should have the right to take part and not be excluded it was not critical.

I recently realised that things have moved on a long way in a year and we are beginning to see Second Life being used for business and professional reasons. The one that specifically caught me eye was a recruitment fair run by TMP in the UK with blue chip companies including KPMG, RBS and Yell looking for recruits. A virtual fair has a lot of benefits for all involved as travel is eliminated and timings can be more flexible. Both of these benefits are particularly important to people with disabilities who can find travel to a new place particularly difficult.

There have been many others. For example Sun decided to make a major announcement in SL rather than a big New York hotel, getting many more attendees and making a considerable saving in cost. Universities in the US and the UK are investigating, and have experimented with, using virtual worlds as an education channel.

General social awareness means that if these types of events are in real life they will be accessible and the law will uphold that right. Accessibility of websites is moving in that direction as can be seen by the ongoing Target Law suit I discussed in Three cheers for Target for fighting accessibility.

The logic of natural justice (and therefore the law at some future date) will mean that events, meetings etc. held in SL will need to be accessible. A blue chip company will never want to be pulled through the courts or exposed in the media for excluding anyone with a disability from a real life meeting. They will feel the same way about SL meetings. In time, this will mean that these companies will think twice about having meetings in SL if they cannot be accessible.

When I wrote my original article Linden Labs (the creators of SL) explained that it was a start up company with limited resources. A year later it is a fast growing company and the argument for not doing anything is much weaker.

There are a number of projects looking at possible solutions. IBM ran an Extreme Blue Projects to look at accessibility of virtual worlds for blind people. The project included the ability to list objects in your vicinity, directional sound to help navigation and text to speech for communicating with other avatars.

Keio University has created a brain computer interface (BCI) for SL. It monitors brain waves in the motor cortex and converts them into movements of the avatar.

These are interesting and important research project showing what could be possible. In the short term I feel that there should be more work done to create a robust and simple interface for people with disabilities. I would suggest this should start with an interface that can be used without a mouse.

An estimate has been made that, within four years, 80% of active Internet users will be using virtual worlds of one sort or another, I have no reason to doubt that estimate. It shows that, although my article a year ago was light hearted, this one should be considered serious and within a year the story will be critical. The problem now needs to be fixed.

Reader Comments

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11th December 2007: 'Briana Dawson' said:

Second Life is a virtual world, and a game to many. Not a platform, or a protocol that needs to be accessible to all.

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11th December 2007: 'Economic Mip' said:

What is needed? You need to explain more what features would make Second Life accessible in your opinion. As a platform with the majority of the content being user created, once the idea of what is needed is out there, the talented community which creates content in Second Life will probably be able to find a solution in a month.

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11th December 2007: 'Mr.Graves' said:

Second Life as a virtual world has increased from just over a million subscribers to more than 10 million subscribers in less than 10 months. It's one of the first successful platforms I have experienced where I can interact with people from all over the globe who speak different languages and still be able to communicate not only through speech translation but through actual gesture and activity. Avatars can invent, create and test, attend a live concert or classroom, socialize on a tropical beach, the frozen tundra, or the rainforests or just about any environment. I have seen Sims dedicated to complete and detailed recreation of ancient cities to explore. I was even able to walk the streets of my own real life town in a virtual version and found it completely accurate right down the the Starbucks. One of the most popular activities for avatars is shopping thus a fantastic marketing tool with a captured audience. It costs nothing to participate. Only the foolish will judge the capabilities without stepping in-world to experience it.

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11th December 2007: 'Dave Elchoness' said:

I recently started a consultancy, VRWorkplace, to advise enterprises on how to use virtual worlds, such as Second Life, to improve collaboration, cohesion, and socialization within geographically dispersed workplaces, organizations, etc. Already today, companies use Second Life for meetings, office space, collaboration, training and recruiting. Individuals are employed to perform real life jobs inside of Second Life. So, yes, I do agree that Second Life should be accessible to all. Notably, there is a large disabled community in Second Life, able through its 3D interface to experience things that real life cannot offer. Additionally, recruiting in Second Life allows applicants to keep any disabilities hidden from recruiters. There's more to this subject than what appears on the surface.

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12th December 2007: 'Shirley Patton' said:

I am a member of the disabled community and am unable to walk or run. The idea of living in a virtual world where it is possible to walk, run and even fly is very appealing. I'm unable use my hands at all and depend on Dragon NaturallySpeaking voice activation software for everything I do on my computer. I'd like to know whether or not Second Life will allow you to use Dragon NaturallySpeaking for chatting with others and also for mouse movement. Can anyone tell me this? The disabled community is really a pretty large, untapped source which people often forget about. I think that this virtual world should be as required to be as accessible to the disabled disabled as is the real world. Can anyone tell me if it accepts Dragon NaturallySpeaking?

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13th December 2007: 'Bill Carter' said:

Thanks for posting those interesting remarks Peter. It happens that I inherited the results of that IBM Extreme Blue accessibility project you mentioned. I'm in the process of defining a new project that I hope will go far beyond what was accomplished in the previous effort. I will be targeting virtual worlds in general, not just Second Life, and I hope to be able to evaluate the effectiveness of many different accessibility techniques. I'll be talking about this at CSUN in March.

There is some other activity currently taking place aimed specifically at Second Life. One of these (apparently I can't post links?) is an attempt to remedy some accessibility problems of the viewer such as proper keyboard navigation. Also Eelke Folmer, a college professor in Nevada, received a NSF grant to study the problem last August. It looks like he will be incorporating voice commands.

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8th January 2008: 'zallen' said:

Don\'t kid yourself. 10 million people have \"tried\" Second Life and left. Their active users are less than 100,000 (under 50k in my estimation) by most industry experts.

Second Life is only popular in the mass media because of a strong PR effort over the last 18 months or so and a general lack of understanding about virtual worlds. Second Life is not great or innovative, and it only represents a glimpse of what is possible and potential for virtual worlds.

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