2020
DOI: 10.1145/3380959
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Expanding the Bounds of Seated Virtual Workspaces

Abstract: There may be differences between this version and the published version. You are advised to consult the publisher's version if you wish to cite from it.

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Cited by 82 publications
(62 citation statements)
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References 87 publications
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“…The strong implicit focus on non-disabled bodies is also reflected in prominent research lines within the HCI research community, focusing on optimizing the VR experience for said 'corporeal standard'. Here, 'accessibility' is often understood as improved access for non-disabled persons (e.g., [4] on movement modalities), and while features such as seated interaction are explored that would benefit the disability community (see [38]), applications predominantly target non-disabled people and do not report inclusion of disabled people within system evaluations. Likewise, certain areas of ongoing VR research -by definition -neglect people with physical disability, e.g., much of the research on full-body support for locomotion techniques for VR prioritizes walking over other modes of movement without reflecting on exclusionary consequences (e.g., see [10]).…”
Section: Vr Technology As a Proponent Of The Corporeal Standardmentioning
confidence: 99%
“…The strong implicit focus on non-disabled bodies is also reflected in prominent research lines within the HCI research community, focusing on optimizing the VR experience for said 'corporeal standard'. Here, 'accessibility' is often understood as improved access for non-disabled persons (e.g., [4] on movement modalities), and while features such as seated interaction are explored that would benefit the disability community (see [38]), applications predominantly target non-disabled people and do not report inclusion of disabled people within system evaluations. Likewise, certain areas of ongoing VR research -by definition -neglect people with physical disability, e.g., much of the research on full-body support for locomotion techniques for VR prioritizes walking over other modes of movement without reflecting on exclusionary consequences (e.g., see [10]).…”
Section: Vr Technology As a Proponent Of The Corporeal Standardmentioning
confidence: 99%
“…Despite our respondents showing a good conceptual understanding of VR, their view of its application was significantly more limited. While research often presents VR as having a wide range of applications [3,8,9,21,24,27,36,52] our respondents were significantly more limited in their range of referenced applications. Of the 99 responses in our first question which included an application of VR, 95 mentioned "video games" or "gaming" in some capacity.…”
Section: Fixation On Vr For Gamingmentioning
confidence: 94%
“…Currently, productive activities can be carried out on mobile devices, such as mobile phones and laptops. However, recent progress in wireless head-mounted displays (HMDs) provides an opportunity for travellers to be productive in virtual reality (VR) beyond the limited screen size of a laptop or mobile phone [3]. HMDs enable users to completely surround themselves with VR.…”
Section: Introductionmentioning
confidence: 99%