Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
8 results found tagged virtual environments.
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RAVEN: Realtime Accessibility in Virtual ENvironments for Blind and Low-Vision People
RAVEN is a GenAI-powered system enabling blind and low-vision (BLV) users to query and modify 3D virtual environments in real time through natural language. Rather than relying on developer-defined static accessibility features (such as fixed audio d…
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Modeling Educational Software for People with Disabilities: Theory and Practice
This paper proposes a unified modelling framework for developing educational software for people with sensory disabilities, drawing on two existing systems as case studies: AudioDoom for blind children and Whisper for hearing-impaired users. The auth…
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Making VRML Accessible for People with Disabilities
This paper from researchers at the National Institute of Standards and Technology (NIST) presents a taxonomy of techniques for making Virtual Reality Modeling Language (VRML) environments accessible to people with disabilities. Written at a time when…
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Usability of a multimodal videogame to improve navigation skills for blind children
This paper presents a usability evaluation of two complementary tools designed to help blind school-aged children develop orientation and mobility (O&M) skills in closed, unfamiliar spaces. The first tool is the Digital Clock Carpet (DCC), a custom-b…
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Usability of a Multimodal Video Game to Improve Navigation Skills for Blind Children
This paper presents an evaluative study of a multimodal system combining a custom haptic device (Digital Clock Carpet) with a 3D audio-based video game (MOVA3D) to develop orientation and mobility (O&M) skills in blind school-aged children. The Digit…
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O&M Indoor Virtual Environments for People Who Are Blind: A Systematic Literature Review
This systematic literature review examines virtual environments designed to support indoor orientation and mobility (O&M) training for people who are blind. The authors analyzed 51 papers describing 32 distinct O&M virtual environments, filtering fro…
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Sensory Substitution Training for Users Who Are Blind with Dynamic Stimuli, Games and Virtual Environments
This paper explores whether gamification and dynamic training can address one of the major barriers to sensory substitution device (SSD) adoption: the long, arduous learning process. SSDs like EyeMusic convert visual information into sound, enabling …
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Echolocation as an Accessible Navigation Tool in a Virtual 3D Environment
This paper investigates whether active echolocation — emitting a sound and interpreting its echo — can serve as a viable navigation tool for blind and low-vision (BLV) individuals in virtual 3D environments. Virtual spaces remain overwhelmingly visua…