Related papers: A Way to a Universal VR Accessibility Toolkit
Virtual Reality has the potential to change the way we work. We envision the future office worker to be able to work productively everywhere solely using portable standard input devices and immersive head-mounted displays. Virtual Reality…
While they have long been a subject of academic study, social virtual reality (SVR) systems are now attracting increasingly large audiences on current consumer virtual reality systems. The design space of SVR systems is very large, and…
The increasing availability and diversity of virtual reality (VR) applications highlighted the importance of their usability. Function-oriented VR applications posed new challenges that are not well studied in the literature. Moreover, user…
Virtual reality (VR) telepresence applications and the so-called "metaverse" promise to be the next major medium of human-computer interaction. However, with recent studies demonstrating the ease at which VR users can be profiled and…
What is Virtual Reality? A professional tool, made to facilitate our everyday tasks? A conceptual mistake, accompanied by cybersickness and unsolved locomotion issues since the very beginning? Or just another source of entertainment that…
Virtual Reality (VR) has recently gained traction with many new and ever more affordable devices being released. The increase in popularity of this paradigm of interaction has given birth to new applications and has attracted casual…
In this paper, we developed a virtual reality (VR) system that can simulate color blindness and weakness. We built an immersive 3D web view interface where participants can discuss accessibility requirements for a fitness website projects…
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…
In virtual reality, it is widely assumed that increased realism in hand-object interactions enhances user immersion and overall experience. However, recent studies challenge this assumption, suggesting that faithfully replicating real-world…
Virtual Reality (VR) is rapidly increasing in popularity as a teaching tool. It allows for the creation of a highly immersive, three-dimensional virtual environment intended to simulate real-life environments. With more robots saturating…
Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative…
The problem of destination accessibility is a vital concern in the sustainable tourism development in the emerging regions due to the increasing numbers of tourism business growth in the recent times. Tourism is one of the potential foreign…
Every day life tasks can present significant challenges for neurodivergent individuals, particularly those with Autism Spectrum Disorders (ASD) who are characterized by specific sensitivities. This contribution describes a virtual reality…
Virtual Reality (VR) museums provide immersive visiting experiences. Despite growing efforts in VR museum design optimization, limited research addresses its efficacy for older adults. We sought to investigate the challenges of and…
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…
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)…
There are over a hundred virtual reality (VR) locomotion techniques that exist today, with new ones being designed as VR technology evolves. The different ways of controlling locomotion techniques (e.g., gestures, button inputs, body…
The world is slowly moving towards everything being simulated digitally and virtually. Mixed Reality (MR) is the amalgam of the real world with virtual stimuli. It has great prospects in the future in terms of various applications…
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…
In this article, we are going to review a brief history of the field of Virtual Reality (VR), VR systems, and applications and discuss how they evolved. After that, we will familiarize ourselves with the essential components of VR…