Related papers: Accessibility in 360-degree video players
The commercialization of Virtual Reality (VR) headsets has made immersive and 360-degree video streaming the subject of intense interest in the industry and research communities. While the basic principles of video streaming are the same,…
While audio description (AD) is the standard approach for making videos accessible to blind and low vision (BLV) people, existing AD guidelines do not consider BLV users' varied preferences across viewing scenarios. These scenarios range…
Virtual reality is expected to play a significant role in the transformation of education and psychological studies. The possibilities for its application as a visual research method can be enhanced as established frameworks and toolkits…
Augmented and virtual reality (AR/VR) hold significant potential to transform how we communicate, collaborate, and interact with others. However, there has been a lack of work to date investigating accessibility barriers in relation to…
Omnidirectional (or 360-degree) images and videos are emergent signals in many areas such as robotics and virtual/augmented reality. In particular, for virtual reality, they allow an immersive experience in which the user is provided with a…
This paper provides recommendations on how to integrate accessibility solutions, like subtitling, audio description and sign language, with immersive media services, with a focus on 360-degree video and spatial audio. It provides an…
Modern healthcare domain incorporates a feature of digital accessibility to ensure seamless flow of online services for the patients. However, this feature of digital accessibility poses a challenge particularly for patients with…
Omnidirectional (360-degree) video is rapidly gaining popularity due to advancements in immersive technologies like virtual reality (VR) and extended reality (XR). However, real-time streaming of such videos, especially in live mobile…
The navigation of indoor spaces poses difficult challenges for individuals with visual impairments, as it requires processing of sensory information, dealing with uncertainties, and relying on assistance. To tackle these challenges, we…
Augmented, virtual and mixed reality technologies offer new ways of interacting with digital media. However, such technologies are not well explored for people with different ranges of abilities beyond a few specific navigation and gaming…
Virtual Reality (VR) has become more and more popular with dropping prices for systems and a growing number of users. However, the issue of accessibility in VR has been hardly addressed so far and no uniform approach or standard exists at…
Creating accessible Virtual Reality (VR) is an ongoing concern in the Human-Computer Interaction (HCI) research community. However, there is little reflection on how accessibility should be conceptualized in the context of an experiential…
In the early stages of the COVID-19 pandemic, many events and conferences hastily converted to a virtual format, and many commercial ventures promptly developed tools promising seamless transitions to virtual spaces. In particular, efforts…
The consumption of subtitles via TVs, laptops and smartphones has the potential to marginalize people based on their complex accessibility needs. The current one-size-fits-all approach to this accessibility aid is no longer fit for purpose…
Inclusion and accessibility in visualization research have gained increasing attention in recent years. However, many challenges still remain to be solved on the road toward a more inclusive, shared-experience-driven visualization design…
Virtual reality has been gaining popularity in recent years caused by the proliferation of affordable consumer-grade devices such as Oculus Rift, HTC Vive, and Samsung VR. Amongst the various VR applications, 360{\deg} video streaming is…
The proliferation of mobile applications (apps) has made it crucial to ensure their accessibility for users with disabilities. However, there is a lack of research on the real-world challenges developers face in implementing mobile…
Modern healthcare facilities demand digital accessibility to guarantee equal access to telemedicine platforms, online pharmacy services, and health monitoring devices that can be worn or are handy. With the rising call for the…
In research and practice into the accessibility of digital games, much of the work has focused on how to make games accessible to people with disa- bilities. With an increasing number of people with disabilities playing main- stream…
Despite the proliferation of Blockchain Metaverse projects, the inclusion of physically disabled individuals in the Metaverse remains distant, with limited standards and regulations in place. However, the article proposes a concept of the…