Related papers: Expanding Accessibility in Immersive Virtual Space…
Amid current social distancing measures requiring people to work from home, there has been renewed interest on how to effectively converse and collaborate remotely utilizing currently available technologies. On the surface, VR provides a…
In social Virtual Reality (VR), users are embodied in avatars and interact with other users in a face-to-face manner using avatars as the medium. With the advent of social VR, people with disabilities (PWD) have shown an increasing presence…
Research examining older adults interactions with Virtual Reality (VR) and the impact of social VR experiences on outcomes such as social engagement has been limited, especially among older adults. This multi-site pilot study evaluated the…
As mixed-ability collaboration has become increasingly focal within accessibility research, managing varied, and sometimes conflicting, access needs has become a key consideration in designing for access. When an accessibility feature or…
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…
Mediated by today's visual displays, information space allows users to discover, access and interact with a wide range of digital and physical information. The information presented in this space may be digital, physical or a blend of both,…
Virtual Reality (VR) has shown great potential to revolutionize the market by providing users immersive experiences with freedom of movement. Compared to traditional video streaming, VR is with ultra high-definition and dynamically changes…
The COVID-19 global pandemic spurred sudden and dramatic changes in the way universities and research programs operate, often with negative consequences that have disproportionately affected minorities, women, and people with low income.…
This paper argues that the true potential of virtual classrooms in education is not fully exploited yet. The features available in most environments that have been incorporated as virtual classrooms are classified into two groups. The first…
Virtual reality and related technologies such as mixed and augmented reality have received extensive coverage in both mainstream and fringe media outlets. When the subject goes to a new AR headset, another AR device, or AR glasses, the talk…
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…
Due to the abrupt arise of pandemic worldwide, the video conferencing platforms are becoming ubiquitously available and being embedded into either various digital devices or the collaborative daily work. Even though the service provider has…
Mobile devices gather the communication capabilities as no other gadget. Plus, they now comprise a wider set of applications while still maintaining reduced size and weight. They have started to include accessibility features that enable…
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…
Social and technical trends have significantly changed methods for evaluating and disseminating computing research. Traditional venues for reviewing and publishing, such as conferences and journals, worked effectively in the past. Recently,…
Composite visualization represents a widely embraced design that combines multiple visual representations to create an integrated view. However, the traditional approach of creating composite visualizations in immersive environments…
Governments and businesses worldwide deployed a variety of technological measures to help prevent and track the spread of COVID-19. In Australia, these applications contained usability, accessibility, and security flaws that hindered their…
The COVID-19 pandemic disrupted the usual ways the networking research community operates. This article reviews experiences organising and participating in virtual conferences during the COVID-19 pandemic between 2020-2021. Thanks to the…
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…
The COVID-19 pandemic has forced schools and universities to adapt to remote learning, and online gaming has emerged as a tool for education. Educational games can make learning fun and engaging, help students develop important skills like…