Related papers: Accessibility in 360-degree video players
Advanced video technologies are driving the development of the futuristic Metaverse, which aims to connect users from anywhere and anytime. As such, the use cases for users will be much more diverse, leading to a mix of 360-degree videos…
Deaf and Hard-of-Hearing (DHH) learners face unique challenges in video-based learning due to the complex interplay between visual and auditory information in videos. Traditional approaches to making video content accessible primarily focus…
Adaptive video streaming over HTTP is becoming omnipresent in our daily life. In the past, dozens of research papers have proposed novel approaches to address different aspects of adaptive streaming and a decent amount of player…
Low-code applications are gaining popularity across various fields, enabling non-developers to participate in the software development process. However, due to the strong reliance on graphical user interfaces, they may unintentionally…
Augmented Reality (AR) learning games, on average, have been shown to have a positive impact on student learning. However, the exploration of AR learning games in special education settings, where accessibility is a concern, has not been…
Virtual Reality (VR) is inaccessible to blind people. While research has investigated many techniques to enhance VR accessibility, they require additional developer effort to integrate. As such, most mainstream VR apps remain inaccessible…
This demo introduces Focus360, a system designed to enhance user engagement in 360{\deg} VR videos by guiding attention to key elements within the scene. Using natural language descriptions, the system identifies important elements and…
Navigating spaces is an embodied experience. Examples can vary from rescue workers trying to save people from natural disasters; a tourist finding their way to the nearest coffee shop, or a gamer solving a maze. Virtual reality allows these…
Virtual reality (VR) is an important new technology that is fun-damentally changing the way people experience entertainment and education content. Due to the fact that most currently available VR products are one size fits all, the…
Cultural heritage, a testament to human history and civilization, has gained increasing recognition for its significance in preservation and dissemination. The integration of immersive technologies has transformed how cultural heritage is…
We propose that accessibility research can lay the foundation for technology that can be used to augment the perception of everyone. To show how this can be achieved, we present three case studies of our research in which we demonstrate our…
Accessibility education has been rarely incorporated into the high school curricula. This is a missed opportunity to equip next-generation software designers and decision-makers with knowledge, awareness, and empathy regarding accessibility…
We propose a new method for the visual quality assessment of 360-degree (omnidirectional) videos. The proposed method is based on computing multiple spatio-temporal objective quality features on viewports extracted from 360-degree videos. A…
Computer science education has evolved extensively; however, systemic barriers still prevent students with visual impairments from fully participating. While existing research has developed specialized programming tools and assistive…
As blind and low-vision (BLV) players engage more deeply with games, accessibility features have become essential. While some research has explored tools and strategies to enhance game accessibility, the specific experiences of these…
Mainstream games are typically designed around the visual experience, with behaviors and interactions highly dependent on vision. Despite this, blind people are playing mainstream games while dealing with and overcoming inaccessible…
To properly evaluate the performance of 360VR-specific encoding and transmission schemes, and particularly of the solutions based on viewport adaptation, it is necessary to consider not only the bandwidth saved, but also the quality of the…
With the continuing development of affordable immersive virtual reality (VR) systems, there is now a growing market for consumer content. The current form of consumer systems is not dissimilar to the lab-based VR systems of the past 30…
Video streaming, in various forms of video on demand (VOD), live, and 360 degree streaming, has grown dramatically during the past few years. In comparison to traditional cable broadcasters whose contents can only be watched on TVs, video…
Augmented Reality (AR) technology creates new immersive experiences in entertainment, games, education, retail, and social media. AR content is often primarily visual and it is challenging to enable access to it non-visually due to the mix…