A one-minute painted explainer of how this simulator models low vision and turns beacons, radar chirps and safety scores into guidance, followed by the real conditions and aids behind it.
For someone with low vision, a busy station is a maze of stairs, trolleys and gates. This simulator walks you through a Dublin transit hub with four vision profiles and AI glasses that talk you through it. The default is central scotoma, the blind spot of macular degeneration. The tool blacks out about six metres around you, so the edges stay visible but what's straight ahead is gone. The target is the Platform 2 train door, forty-eight metres away. A beacon tone pulses every one point four seconds, rising in pitch as you get closer. Obstacle radar chirps at anything within six metres. Following the yellow tactile paving, it picks up three of the four hazards; the support column stays out of range. Bump into something and the safety score drops eighteen points per collision. One knock still reads safe, at eighty-two percent. Two drops you to a warning. Real aids work the same way, adding sound and touch to whatever sight remains. Try tunnel vision, then switch the radar off, and see how much harder the walk gets.
The tool's masks are simplified: central scotoma darkens a disc about 6 m around you (macular degeneration), tunnel vision leaves only a 5 m circle clear (glaucoma, retinitis pigmentosa), low acuity lays a 55% white haze over everything (cataract), and total occlusion blacks out the view.
At 15 pixels per metre, the goal starts 48 m away. The beacon pulses every 1.4 s, rising from about 480 Hz toward 880 Hz as you approach; radar chirps every 0.6 s for anything within 6 m, with a higher note inside about 1.8 m; the sign reader speaks signs within roughly 9โ10 m.
The U.S. National Eye Institute describes age-related macular degeneration as blurring the sharp central vision needed for reading and recognising faces, while glaucoma typically steals peripheral vision first, often unnoticed until late.
The World Health Organization estimates that at least 2.2 billion people worldwide have a near or distance vision impairment, and that in at least 1 billion of them it could have been prevented or has yet to be addressed.
UK Department for Transport guidance defines distinct tactile surfaces: blister paving at crossings, corduroy at the top and bottom of steps, and a guidance path along routes, like the yellow strip in the simulator.
Global prevalence and leading causes of vision impairment.
How AMD affects central vision.
Peripheral vision loss, the basis of the tunnel-vision profile.
Clouding of the lens, the basis of the low-acuity blur profile.
The vision masks, distances and scores in the video are the simulator's simplified model, not a clinical simulation of any condition or a description of any real smart-glasses product.