Related papers: Accessibility in 360-degree video players
While traditional multimedia applications such as games and videos are still popular, there has been a significant interest in the recent years towards new 3D media such as 3D immersion and Virtual Reality (VR) applications, especially 360…
360-degree video has become increasingly popular in content consumption. However, finding the viewing direction for important content within each frame poses a significant challenge. Existing approaches rely on either viewer input or…
The recent rise of interest in Virtual Reality (VR) came with the availability of commodity commercial VR prod- ucts, such as the Head Mounted Displays (HMD) created by Oculus and other vendors. To accelerate the user adoption of VR…
Objectives: This paper presents an up-to-date overview of research performed in the Virtual Reality (VR) environment ranging from definitions, its presence in the various fields, and existing market players and their projects in the VR…
As the population continues to age, and gaming continues to grow as a hobby for older people, heterogeneity among older adult gamers is increasing. We argue that traditional game-based accessibility features, such as simplified input…
The delivery and display of 360-degree videos on Head-Mounted Displays (HMDs) presents many technical challenges. 360-degree videos are ultra high resolution spherical videos, which contain an omnidirectional view of the scene. However only…
360{\deg} video is attracting an increasing amount of attention in the context of Virtual Reality (VR). Owing to its very high-resolution requirements, existing professional streaming services for 360{\deg} video suffer from severe…
The metaverse has awakened users' expectations of an immersive interaction that fuses the virtual digital world and the physical world across space and time. However, the metaverse is still in its infancy, typically expanding multi-player…
Avatar is a critical medium for identity representation in social virtual reality (VR). However, options for disability expression are highly limited on current avatar interfaces. Improperly designed disability features may even perpetuate…
Media streaming has been adopted for a variety of applications such as entertainment, visualization, and design. Unlike video/audio streaming where the content is usually consumed sequentially, 3D applications such as gaming require…
Volumetric video, which offers immersive viewing experiences, is gaining increasing prominence. With its six degrees of freedom, it provides viewers with greater immersion and interactivity compared to traditional videos. Despite their…
This paper provides a comprehensive and, to our knowledge, the first review of inclusive human-computer interaction (HCI) within autonomous vehicles (AVs) and human-driven cars with partial autonomy, emphasizing accessibility and…
As virtual reality (VR) technology becomes more pervasive, it continues to find multiple new uses beyond research laboratories. One of them is distance adult education -- the potential of VR to provide valuable education experiences is…
In the 360-degree immersive video, a user only views a part of the entire raw video frame based on her viewing direction. However, today's 360-degree video players always fetch the entire panoramic view regardless of users' head movement,…
As immersive technologies enable unique, multimodal interaction methods, developers must also use tailored methods to support user accessibility, distinct from traditional software practices. We interviewed 25 industry extended reality (XR)…
The increased ubiquity of 360{\deg} video presents a unique opportunity for designers to deeply engage with the world of users by capturing the complete visual context. However, the opportunities and challenges 360{\deg} video introduces…
Games represent a significant part of modern culture, which demonstrates the importance of ensuring that everyone can participate and play in order to feel included in our society. However, most digital games end up being inaccessible to…
Immersive video, namely 180-degree and 360-degree video designed to be viewed through head-mounted displays, constitutes a boundary case between interactive VR and conventional two-dimensional video for reconsidering self-experience in XR.…
Accessibility reviews provide valuable insights into both the limitations and benefits experienced by users with disabilities when using virtual reality (VR) applications. However, a comprehensive investigation into VR accessibility for…
Video description involves the generation of the natural language description of actions, events, and objects in the video. There are various applications of video description by filling the gap between languages and vision for visually…