@Anneke @mahryekuh Oh I see. Yeah that would work, but it's unnecessary -- since width and height are both defined the same, it doesn't actually matter which way round their axes flow. @matuzo
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Dev Tools AI first try: a mix of nonsense and okay advice. -
Dev Tools AI first try: a mix of nonsense and okay advice.@mahryekuh Which logical properties are you using for that? @matuzo
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Dev Tools AI first try: a mix of nonsense and okay advice.@mahryekuh No, in fact we shouldn't ever use the offset method. See: https://www.tpgi.com/the-anatomy-of-visually-hidden/#position @matuzo
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I'm wondering how my renderings from 3-D virtual worlds could be made accessible to deaf-blind Fediverse users, if there are any.I've read somewhere that they have no use for visual descriptions. They want to know what someone or something feels like w...@jupiter_rowland Yeah it would be making stuff up, but I mean (literally and figuratively speaking) -- all stuff is made up.
Does it matter if a description only amounts to "what if", if the alternative is no description at all?
The underlying question is about what might be useful for this group of users, but it seems to me that's slightly at odds with a desire for strict empirical accuracy.
So maybe the question is -- what's more important?
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I'm wondering how my renderings from 3-D virtual worlds could be made accessible to deaf-blind Fediverse users, if there are any.I've read somewhere that they have no use for visual descriptions. They want to know what someone or something feels like w...@jupiter_rowland Can you imagine what unreal surfaces would feel like? For example, if it’s shiny or rough or looks plasticky, you could mentally conceive of what it might feel like, and then describe that.
You can make it clear in descriptions that you’re talking about virtual content and so the descriptions are speculative, and that would still be of value to a reader who otherwise gets nothing they can relate to.