Related papers: Accessibility in 360-degree video players
People increasingly use videos on the Web as a source for learning. To support this way of learning, researchers and developers are continuously developing tools, proposing guidelines, analyzing data, and conducting experiments. However, it…
Technological advances in recent years have promoted the development of virtual reality systems that have a wide variety of hardware and software characteristics, providing varying degrees of immersion. Immersion is an objective property of…
The emergence of the metaverse - envisioned as a hyperreal virtual universe enabling boundless human interaction - has the potential to revolutionize our conception of media. This transformation could alter society as we know it. This paper…
With the recent focus in the accessibility field, researchers from academia and industry have been very active in developing innovative techniques and tools for assistive technology. Especially with handheld devices getting ever powerful…
Accessibility is essential for designing inclusive urban systems. However, the attempt to capture the complexity of accessibility in a single universal metric has often limited its effective use in design, measurement, and governance across…
The development of new technologies and their expanding use in a wide range of educational environments are driving the transformation of higher education. Assistive technologies are a subset of cutting-edge technology that can help…
The distinct abilities of older adults to interact with computers has motivated a wide range of contributions in the the form of design guidelines for making technologies usable and accessible for the elderly population. However, despite…
This paper summarizes current notes about a new mixed-reality paradigm that we named as "pervasive virtuality". This paradigm has emerged recently in industry and academia through different initiatives. In this paper we intend to explore…
This paper presents a systematic literature review of music technology tailored for blind and low vision (BLV) individuals. Music activities can be particularly beneficial for BLV people. However, a systematic approach to organizing…
As social VR applications grow in popularity, blind and low vision users encounter continued accessibility barriers. Yet social VR, which enables multiple people to engage in the same virtual space, presents a unique opportunity to allow…
Since prior work has identified that cultural differences influence user design preferences and interaction methods, as well as emphasizing the need to reflect on the appropriateness of popular HCI principles, we believe that it is equally…
The proliferation of audiovisual and web content has created an increasing need for media accessibility education in various fields. However, accessibility remains a low priority in university curricula. This project explores the…
Metaverse has evolved as one of the popular research agendas that let the users learn, socialize, and collaborate in a networked 3D immersive virtual world. Due to the rich multimedia streaming capability and immersive user experience with…
Extended reality (XR) is rapidly advancing, and poised to revolutionize content creation and consumption. In XR, users integrate various sensory inputs to form a cohesive perception of the virtual environment. This survey reviews the…
Human video generation is a dynamic and rapidly evolving task that aims to synthesize 2D human body video sequences with generative models given control conditions such as text, audio, and pose. With the potential for wide-ranging…
To open up new possibilities to assess the multimodal perceptual quality of omnidirectional media formats, we proposed a novel open source 360 audiovisual (AV) quality dataset. The dataset consists of high-quality 360 video clips in…
Shared control is a form of video gaming accessibility support that allows players with disabilities to delegate inaccessible controls to another person. Through interviews involving 14 individuals with lived experience of accessible gaming…
Watching others play is a key ingredient of digital games and an important aspect of games user research. However, spectatorship is not very popular in virtual reality, as such games strongly rely on one's feelings of presence. In other…
Developing digital accessibility expertise is critical to breaking down barriers and ensuring digital inclusion. However, a discourse on a pedagogical culture for teaching digital literacy is still lacking. This article, therefore, takes up…
With the advancement of virtual reality (VR) technology, virtual displays have become integral to how museums, galleries, and other tourist destinations present their collections to the public. However, the current lack of immersion in…