Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
8 results found tagged social VR.
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From Barriers to Blueprints: A Critical Systematic Review of Older Adults and Social VR
Conte, Munteanu, and Sapkota conduct a critical systematic review of 85 HCI papers (2017-2024) on older adults and social VR, arguing that the dominant narrative — which frames older adults as deficient users who struggle to adopt VR — is itself a pr…
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When the World Opens Up: Journeys of People with Intellectual Disabilities in Social Virtual Reality
This CHI 2026 paper challenges the dominant remedial paradigm in HCI research on virtual reality and people with intellectual disabilities (ID), which has largely framed VR as a tool for training functional life skills (cooking, shopping, transport) …
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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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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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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…
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"I Try to Represent Myself as I Am": Self-Presentation Preferences of People with Invisible Disabilities through Embodied Social VR Avatars
This paper investigates how people with invisible disabilities want to represent their disability identity through avatars in social virtual reality environments. While prior research has explored avatar-based disability disclosure for blind and d/De…
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Is it Part of Me? Exploring Experiences of Inclusive Avatar Use For Visible and Invisible Disabilities in Social VR
This paper investigates the lived experiences of people with disabilities (PWD) using inclusive avatars — avatars featuring disability signifiers — in the social VR platform VRChat. While prior research has documented accessibility barriers and haras…
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Accessible Nonverbal Cues to Support Conversations in VR for Blind and Low Vision People
This paper addresses the inaccessibility of nonverbal communication for blind and low-vision (BLV) users in social virtual reality environments. Social VR platforms like VRChat, Rec Room, and Meta Horizon Worlds rely heavily on avatar-mediated nonver…