Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
82 results found tagged virtual reality.
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SoundVizVR: Sound Indicators for Accessible Sounds in Virtual Reality for Deaf or Hard-of-Hearing Users
This paper presents SoundVizVR, a Unity plugin that visualizes sound information in virtual reality environments for Deaf or Hard-of-hearing (DHH) users. Sounds in VR provide critical spatial cues, interaction feedback, and ambient information that c…
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Investigating Sign Language Interpreter Rendering and Guiding Methods in Virtual Reality 360-Degree Content
This paper explores how sign language interpretation can be effectively presented in virtual reality 360-degree (VR360) three-degrees-of-freedom video content. The research addresses a significant gap: while VR accessibility guidelines exist for subt…
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Embodied Exploration: Facilitating Remote Accessibility Assessment for Wheelchair Users with Virtual Reality
This paper presents Embodied Exploration, a Virtual Reality system that allows wheelchair users to remotely assess the accessibility of unfamiliar physical environments by exploring high-fidelity digital replicas while embodied by personalized avatar…
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Investigation into Stress Triggers in Autistic Adults for the Development of Technological Self-Interventions
This paper presents findings from a large-scale online survey of over 200 autistic adults and caregivers, investigating common stress triggers and the role of technology in stress management. The research is the initial phase of a broader project aim…
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The Eyes Have It: Visual Feedback Methods to Make Walking in Immersive Virtual Reality More Accessible for People With Mobility Impairments While Utilizing Head-Mounted Displays
This paper addresses a critical accessibility barrier in VR: head-mounted displays (HMDs) obstruct peripheral vision of the real world, causing gait disturbances that are particularly dangerous for people with mobility impairments who rely on visual …
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The Guide Has Your Back: Exploring How Sighted Guides Can Enhance Accessibility in Social Virtual Reality for Blind and Low Vision People
This paper presents the first exploration of using sighted guides to enhance accessibility in social virtual reality for blind and low vision (BLV) people. The researchers built a VR prototype in Unity deployed on Meta Quest 2 headsets, featuring thr…
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Comparing Locomotion Techniques in Virtual Reality for People with Upper-Body Motor Impairments
This paper presents the first empirical study comparing the accessibility of virtual reality locomotion techniques — methods for navigating virtual environments — for people with upper-body motor impairments. Despite over 100 distinct locomotion tech…
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Bring Environments to People – A Case Study of Virtual Tours in Accessibility Assessment for People with Limited Mobility
This study presents the first user research with people with limited mobility on using virtual tours — 3D digital replicas of physical environments captured with 360-degree cameras and depth sensors — to remotely assess the accessibility of indoor sp…
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Enhancing Walk-Light Detector Usage for the Visually Impaired: A Comparison of VR Exploration and Verbal Instructions
This paper from Stevens Institute of Technology and Smith-Kettlewell Eye Research Institute compares two methods for teaching people with visual impairments (PVI) to use a walk-light detector smartphone app at traffic intersections: virtual reality (…
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PunchPulse: A Physically Demanding Virtual Reality Boxing Game Designed with, for and by Blind and Low-Vision Players
This paper presents PunchPulse, an open-source VR boxing exergame designed through a seven-month participatory co-design process with blind and low-vision (BLV) individuals to promote sustained moderate-to-vigorous physical activity (MVPA). BLV peopl…