2023
DOI: 10.1007/s10055-023-00850-8
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Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse

John Dudley,
Lulu Yin,
Vanja Garaj
et al.

Abstract: Virtual Reality (VR) and Augmented Reality (AR) afford new forms of work and leisure. While affordable and effective VR and AR headsets are now available, neither technology has achieved widespread user adoption. However, we predict continual technological advances and cost reductions are likely to lead to wider diffusion in society. Bridging the chasm from the early adopters to the early majority will require careful consideration of the needs of a more casual and diverse user population. In particular, it is… Show more

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Cited by 45 publications
(11 citation statements)
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References 195 publications
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“…Other different immersion levels of VR devices could be compared to determine which one has the most positive impacts on mental health outcomes, such as stereoscopic VR, 3D videos, computer-generated imagery, CAVEs, and the metaverse. Finally, visional and auditory inclusiveness in VR are essential to make the medium accessible to a broader audience, regardless of their sensor abilities (Dudley et al 2023). Designing VR experiences with inclusivity in mind ensures that everyone can enjoy and engage in the virtual environment.…”
Section: Discussionmentioning
confidence: 99%
“…Other different immersion levels of VR devices could be compared to determine which one has the most positive impacts on mental health outcomes, such as stereoscopic VR, 3D videos, computer-generated imagery, CAVEs, and the metaverse. Finally, visional and auditory inclusiveness in VR are essential to make the medium accessible to a broader audience, regardless of their sensor abilities (Dudley et al 2023). Designing VR experiences with inclusivity in mind ensures that everyone can enjoy and engage in the virtual environment.…”
Section: Discussionmentioning
confidence: 99%
“…This trend reflects a growing interest in adapting and leveraging digital tools to improve teaching and learning processes. Although several research studies have focused on individual applications of technologies such as virtual reality, AI, or big data analysis, the synergy between these technologies and their integration into a cohesive educational environment has yet to be fully explored [16].…”
Section: A Related Workmentioning
confidence: 99%
“…Its immersive experience relies on computer graphics, displays, and interface devices, forming a 3D computer-generated environment representing a new medium enabled by technological advancements [15,42]. Early adopters and technology enthusiasts predominantly embrace virtual reality and related technologies as consumer applications [43][44][45].…”
Section: Virtual Reality and Immersionmentioning
confidence: 99%