Related papers: Accessibility in 360-degree video players
The application of Virtual Reality Environments (VRE) has been gaining momentum as a relatively new tool to assist with mitigating various difficulties including abstractness of concepts, lack of user engagement, perception of disconnection…
In this paper, we investigate three forms of virtual reality content production and consumption. Namely, 360 stereoscopic video, the combination of a 3D environment with a video billboard for dynamic elements, and a full 3D rendered scene.…
Blind and visually impaired (BVI) students face significant challenges in traditional educational settings. While screen readers and braille materials offer some accessibility, they often lack interactivity and real-time adaptability to…
Despite the significant growth in virtual reality applications and research, the notion of inclusion in virtual reality is not well studied. Inclusion refers to the active involvement of different groups of people in the adoption, use,…
This study seeks to identify the potential role of AI-driven assistive technologies in enhancing access to libraries for persons with varying degrees of challenges. Traditional libraries pose a problem to many users with vision and…
Within the expansive domain of virtual reality (VR), 360{\deg} VR videos immerse viewers in a spherical environment, allowing them to explore and interact with the virtual world from all angles. While this video representation offers…
Designed with an accessible first design approach, the presented paper describes how exploiting humans proprioception ability in 3D space can result in a more natural interaction experience when using a 3D graphical user interface in a…
Video games are increasingly accessible to blind and low vision (BLV) players, yet many aspects remain inaccessible. One aspect is the joy players feel when they explore environments and make new discoveries, which is integral to many…
This study explores integrating sign language into virtual reality (VR) by examining the comprehensibility and user experience of viewing American Sign Language (ASL) videos captured with body-mounted 360-degree cameras. Ten participants…
Virtual reality (VR) video provides an immersive 360 viewing experience to a user wearing a head-mounted display: as the user rotates his head, correspondingly different fields-of-view (FoV) of the 360 video are rendered for observation.…
With respect to digital games, older adults are a demographic that is often underserved due to an industry-wide focus on younger audiences' preferences and skill sets. Meanwhile, as artificial intelligence (AI) continues to expand into…
Extended reality (XR) devices have become ubiquitous. They are equipped with arrays of sensors, collecting extensive user and environmental data, allowing inferences about sensitive user information users may not realize they are sharing.…
Virtual Reality (VR) broadcasting has seen widespread adoption in major sports events, attributed to its ability to generate a sense of presence, curiosity, and excitement among viewers. However, we have noticed that still shots reveal a…
Immersive videos (IVs) provide 360{\deg} environments that create a strong sense of presence and spatial exploration. Unlike traditional videos, IVs distribute information across multiple directions, making comparison cognitively demanding…
The development of video game streaming has grown rapidly, with major platforms such as YouTube and Twitch using different codecs. To support quality assessment models that work consistently across any codec, it is necessary to have access…
Being able to access software in daily life is vital for everyone, and thus accessibility is a fundamental challenge for software development. However, given the number of accessibility issues reported by many users, e.g., in app reviews,…
Research has found social VR to bring various benefits to users with and without disabilities. Given the success of social VR applications that support user-created worlds, it is important to consider how we can empower users in building…
Seniors represent a growing user base for mobile applications; however, many apps fail to adequately address their accessibility challenges and usability preferences. To investigate this issue, we conducted an exploratory focus group study…
Interaction is a fundamental part of using any computer system but it is still an issue for people with special needs. In order to improve this situation, this paper describes a new device-interaction model based on adaptation rules for…
Immersive, stereoscopic viewing enables scientists to better analyze the spatial structures of visualized physical phenomena. However, their findings cannot be properly presented in traditional media, which lack these core attributes.…