Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
6 results found tagged VR accessibility.
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Auto-Generating Personas from User Reviews in VR App Stores
This CHI 2026 Extended Abstract reports on an auto-generated persona system developed to help undergraduate students surface accessibility requirements in virtual reality design projects. The authors argue that personas are well-established in user-c…
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Two-In-One: A Design Space for Mapping Unimanual Input into Bimanual Interactions in VR for Users with Limited Movement
This paper addresses a significant accessibility barrier in virtual reality: the requirement to use two motion controllers simultaneously for bimanual interactions. Many VR applications assume users can hold and manipulate two controllers, excluding …
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Exploring the SoundVizVR Plugin in the Development of Sound-Accessible Virtual Reality Games: Insights from Game Developers and Players
This paper presents SoundVizVR, a Unity plugin designed to make virtual reality games accessible to deaf and hard of hearing (DHH) users by visualizing in-game sounds. The research addresses a significant gap in VR accessibility—while visual content …
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Nearmi: A Framework for Designing Point of Interest Techniques for VR Users with Limited Mobility
Virtual reality presents significant accessibility barriers for people with limited mobility, yet relatively little research has addressed how to make VR navigation and exploration usable for this population. Franz et al. introduce Nearmi, a design f…
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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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Understanding Accessibility for Physically Disabled Users in VR: Interplay of Physical, Digital, and Experiential Layers
This paper presents a qualitative study with 16 physically disabled participants exploring how they engage with Virtual Reality across three interconnected layers: physical (hardware and interaction paradigms), digital (avatars and virtual world desi…