Related papers: Investigating VR Accessibility Reviews for Users w…
Virtual Reality (VR) has become more and more popular with dropping prices for systems and a growing number of users. However, the issue of accessibility in VR has been hardly addressed so far and no uniform approach or standard exists at…
Designing effective user interfaces (UIs) for virtual reality (VR) is essential to enhance user immersion, usability, comfort, and accessibility in virtual environments. Despite the growing adoption of VR across domains, there is a…
Objectives: This paper presents an up-to-date overview of research performed in the Virtual Reality (VR) environment ranging from definitions, its presence in the various fields, and existing market players and their projects in the VR…
Virtual reality (VR) technology can be used to treat anxiety symptoms and disorders. However, most VR interventions for anxiety have been therapist guided rather than self-guided. This systematic review aimed to examine the effectiveness…
The sense of realism in avatar animation is a widely pursued goal in social VR applications. A common approach to enhancing realism is improving the match between avatar motion and real-world human movement. However, experience with…
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…
Mobile apps provide new opportunities to people with disabilities to act independently in the world. Motivated by this trend, researchers have conducted empirical studies by using the inaccessibility issue rate of each page (i.e., screen…
Cinematic Virtual Reality (CVR) is a narrative-driven VR experience that uses head-mounted displays with a 360-degree field of view. Previous research has explored different viewing modalities to enhance viewers' CVR experience. This study…
The proliferation of mobile applications (apps) has made it crucial to ensure their accessibility for users with disabilities. However, there is a lack of research on the real-world challenges developers face in implementing mobile…
Presence is an important and widely used metric to measure the quality of virtual reality (VR) applications. Given the multifaceted and subjective nature of presence, the most common measures for presence are questionnaires. But there is…
As Virtual Reality (VR) expands into fields like healthcare and education, ensuring secure and user-friendly authentication becomes essential. Traditional password entry methods in VR are cumbersome and insecure, making password managers…
We address the black-box issue of VR sickness assessment (VRSA) by evaluating the level of physical symptoms of VR sickness. For the VR contents inducing the similar VR sickness level, the physical symptoms can vary depending on the…
Social VR has increased in popularity due to its affordances for rich, embodied, and nonverbal communication. However, nonverbal communication remains inaccessible for blind and low vision people in social VR. We designed accessible cues…
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…
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,…
In research and practice into the accessibility of digital games, much of the work has focused on how to make games accessible to people with disa- bilities. With an increasing number of people with disabilities playing main- stream…
Virtual Reality (VR) technology is rapidly growing in recent years. VR devices such as Meta Quest 3 utilize numerous sensors to collect users' data to provide an immersive experience. Due to the extensive data collection and the immersive…
As virtual reality (VR) technology becomes more pervasive, it continues to find multiple new uses beyond research laboratories. One of them is distance adult education -- the potential of VR to provide valuable education experiences is…
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…
Mobile software apps ("apps") are one of the prevailing digital technologies that our modern life heavily depends on. A key issue in the development of apps is how to design gender-inclusive apps. Apps that do not consider gender inclusion,…