Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
82 results found tagged virtual reality.
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Reclaiming VR Design Authority: Deaf Signers Shaping Immersive Classrooms
This paper reports a Deaf-led, ASL-first study of a VR classroom prototype designed to reduce the persistent "visual attention split" that Deaf students experience in remote and online classrooms, where gaze must constantly shuttle between a signing …
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Understanding the Use of a Large Language Model-Powered Guide to Make Virtual Reality Accessible for Blind and Low Vision People
Collins and colleagues present the first empirical user study of an AI-powered 'sighted guide' for blind and low-vision (BLV) users in social virtual reality. Social VR platforms like VRChat (40,000 concurrent players) are largely inaccessible: they …
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How Well Can 3D Accessibility Guidelines Support XR Development? An Interview Study with XR Practitioners in Industry
This study is the first systematic evaluation of how well existing 3D accessibility (a11y) guidelines transfer to extended reality (XR) development in industry. The authors conducted 25 semi-structured interviews (1.5–3 hours each) with XR practition…
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Considerations for VR Integration into Human-Centered Computing Education
This paper investigates the practical considerations that Human-Centered Computing (HCC) educators perceive as important when integrating Virtual Reality (VR) into their teaching. Despite sustained interest in VR as an educational tool—particularly f…
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CIDER: Collaborative Interactive Dynamic Environments for eXtended Reality
CIDER (Collaborative Interactive Dynamic Environments for eXtended Reality) is an XR platform designed to enable real-time remote collaboration by automatically replicating a physical environment as an interactive virtual space. The authors address a…
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A Multi-Path Architecture for Machine Translation of English Text into American Sign Language Animation
Huenerfauth's 2004 student-research-workshop paper proposes a 'multi-path' (or 'pyramidal') architecture for English-to-American Sign Language machine translation that unifies the three classical MT paradigms — direct, transfer, and interlingua — int…
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American Sign Language natural language generation and machine translation
Matt Huenerfauth's 2005 paper describes a research programme to build an English-to-American Sign Language (ASL) machine translation (MT) system that generates animations of a 3D virtual-reality signing character. The author frames the project agains…
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Multimodal Virtual Reality Versus Printed Medium in Visualization for Blind People
This paper presents a comparative evaluation of two approaches for making bar chart data accessible to blind and visually impaired people: traditional raised tactile diagrams and a multimodal virtual reality system. The VR system combines a SensAble …
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Virtual Environments for Social Skills Training: The Importance of Scaffolding in Practice
This paper describes the design and initial testing of two single-user virtual environment (VE) scenarios developed as part of the AS Interactive project, a multidisciplinary effort involving VR developers, psychologists, human factors researchers, a…
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Design and Implementation of Virtual Environments for Training of the Visually Impaired
This paper from the Informatics and Telematics Institute in Greece presents the ENORASI project, an EU-funded initiative to develop a haptic virtual reality training system for blind and visually impaired people. The system uses a CyberGrasp haptic g…