Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
82 results found tagged virtual reality.
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A Preliminary Study of Wearable Olfactory-Thermal Feedback for Immersive VR Cultural Heritage
This CHI 2026 Extended Abstract reports a preliminary between-subjects user study (N=52) of NeckScents, a lightweight neck-worn wearable that delivers short, pre-authored pulses of scented warm airflow near the face to augment audiovisual VR. The aut…
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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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AI4XR: AI in Extended Reality for 3D Scene Editing and Accessibility Design
This CHI '26 Doctoral Consortium paper summarises Junlong Chen's PhD research at the University of Cambridge on integrating AI — specifically large language models (LLMs) and vision-language models (VLMs) — into extended reality (XR) workflows. The r…
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Touching a Cat Without Touch: Does Mid-Air Ultrasound Haptic Feedback Promote Relaxation in Virtual Cat Interaction?
Hosoi and colleagues investigate whether mid-air ultrasound haptics — tactile sensations produced by focused acoustic radiation pressure, with no device worn on the user's skin — can convey the feel of a virtual cat convincingly enough to support rel…
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Somatic Drawing Tool: 3D Body Sheet as Material for Articulating Synaesthetic Experiences
This CHI 2026 paper reports a three-year participatory co-design cycle with synaesthetes - people who involuntarily experience cross-sensory perceptions such as seeing colours when hearing music or feeling tactile sensations when reading letters. The…
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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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VR Calm Plus: Coupling a Squeezable Tangible Interaction with Immersive VR for Stress Regulation
Zhang and colleagues build and evaluate VR Calm Plus, a VR stress-regulation system that pairs an immersive Meta Quest 3 experience with a squeezable plush toy instrumented with two force-sensitive resistors (FSRs) and a wireless biosensing wristband…
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From Selfie Stick to Virtual Cane: Enabling Blind Exploration through Mobile Virtual Reality
Consumer VR is a visual-first medium, which in practice shuts out blind and low-vision (BLV) users. Tang and colleagues argue that existing accessible VR systems do help BLV users explore virtual environments (VEs), but they depend on head-mounted di…
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Towards Inclusive External Human-Machine Interface: Exploring the Effects of Visual and Auditory eHMI for Deaf and Hard-of-Hearing People
This CHI 2026 paper is a companion to Xu et al. 2026 (10.1145/3772318.3791557) but with a broader, two-stage inclusive-design focus: selecting appropriate visual eHMI concepts for Deaf and Hard-of-Hearing (DHH) pedestrians and then evaluating how vis…
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Exploring the Impacts of Background Noise on Auditory Stimuli of Audio-Visual eHMIs for Hearing, Deaf, and Hard-of-Hearing People
This CHI 2026 paper investigates a critical but overlooked accessibility question in the design of external Human-Machine Interfaces (eHMIs) for automated vehicles (AVs): how do Deaf and Hard-of-Hearing (DHH) pedestrians experience audio-visual eHMIs…