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Designing Inclusive Virtual Reality Experiences

Published: 26 July 2019 Publication History

Abstract

Virtual Reality experiences are often touted as having the most immersive user experience possible outside of live action, yet Virtual Reality (VR) technology is often not designed to be inclusive to all users. From mild sim sickness effects to a lack of accessible controls, many users are being left out from the modern virtual reality experience. There are however tools available to the developer that will make inclusive VR design a possibility.
While many of the tools for inclusive VR experiences are physical hardware-based solution there are also what Doug Church describes as “Formal Abstract Design Tools” that are conceptual tools that can be applied in this case to allow a designer to think through making their experience design inclusive [1]. The goals of this journal paper are to provide a primer for those approaching inclusive game design. The researchers will cite current research, discuss existing accessibility forward technologies, and highlight areas that need more attention to assure a more inclusive VR experience.

References

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Church, D.: Formal abstract. In: The Game Design Reader: A Rules of Play Anthology. MIT Press, Cambridge (2006)
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Dombrowski M, Buyssens R, and Smith PA Chen JYC and Fragomeni G Virtual reality training to enhance motor skills Virtual, Augmented and Mixed Reality: Interaction, Navigation, Visualization, Embodiment, and Simulation 2018 Cham Springer 393-402
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Holmes K Mismatch: How Inclusion Shapes Design 2018 Cambridge MIT Press
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Williamson B Accessible America: A History of Disability and Design 2019 New York NYU Press
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Enable, U.N.: United Nations convention on the rights of persons with disabilities (2006). https://www.un.org/development/desa/disabilities/convention-on-the-rights-of-persons-with-disabilities.html
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Laver, K.E., George, S., Thomas, S., Deutsch, J.E., Crotty, M.: Virtual reality for stroke rehabilitation. Cochrane Database Syst. Rev. (2) (2015)
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Jack D et al. Virtual reality-enhanced stroke rehabilitation IEEE Trans. Neural Syst. Rehabil. Eng. 2001 9 3 308-318
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Melzack R Phantom limbs and the concept of a neuromatrix Trends Neurosci. 1990 13 3 88-92
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Flor H et al. Phantom-limb pain as a perceptual correlate of cortical reorganization following arm amputation Nature 1995 375 6531 482
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Zanfir A-M et al. Immersive VR in phantom limb pain therapy of amputee patients due to critical limb ischemia Acta Medica Marisiensis 2017 63 3 115-120
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National Disability Authority: What is Universal Design. NDA (2014). http://universaldesign.ie/What-is-Universal-Design/
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United States Department of Justice Civil Right Division: Information and Technical Assistance on the Americans with Disabilities Act (2018). www.ada.gov
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Story, M.F.: Principles of Universal Design. Universal Design Handbook (2001)
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Ellis, B.: Game Accessibility Guidelines (2016). http://gameaccessibilityguidelines.com/basic/
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Center for Disease Control: 1 in 4 US adults live with a disability. Center for Deseas Control Newsroom (2018). https://www.cdc.gov/media/releases/2018/p0816-disability.html
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Wing, C.: Around 92% of people with impairments play games despite difficulties. Game Accessibility (2015). https://www.game-accessibility.com/documentation/around-92-of-people-with-impairments-play-games-despite-difficulties/
[20]
Smith, P.A., Dombrowski, M., Hassan, M., Knight, K., Stevens, K.: The importance of good user experience design for mobility accessibility across the spectrum. Electronic Arts (EA) Game UX Summit 2018, Vancouver, Canada (2019)
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Able Gamers Foundation: Accessible Player Experiences (APX). Accessible. Games (2018). https://accessible.games/accessible-player-experiences/

Cited By

View all
  • (2024)Guiding the Design of Inclusive Interactive Systems: Do Younger and Older Adults Use the Same Image-schematic Metaphors?ACM Transactions on Computer-Human Interaction10.1145/364861831:4(1-44)Online publication date: 19-Sep-2024
  • (2023)Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverseVirtual Reality10.1007/s10055-023-00850-827:4(2989-3020)Online publication date: 1-Dec-2023
  • (2022)The Impacts of Virtual Reality Avatar Creation and Embodiment on Transgender and Genderqueer Individuals in GamesProceedings of the 17th International Conference on the Foundations of Digital Games10.1145/3555858.3555882(1-9)Online publication date: 5-Sep-2022
  • Show More Cited By

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Published In

cover image Guide Proceedings
Virtual, Augmented and Mixed Reality. Multimodal Interaction: 11th International Conference, VAMR 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part I
Jul 2019
499 pages
ISBN:978-3-030-21606-1
DOI:10.1007/978-3-030-21607-8

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Springer-Verlag

Berlin, Heidelberg

Publication History

Published: 26 July 2019

Author Tags

  1. Universal Design
  2. Inclusive design
  3. Alternative controllers
  4. Game design
  5. Gamification

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Cited By

View all
  • (2024)Guiding the Design of Inclusive Interactive Systems: Do Younger and Older Adults Use the Same Image-schematic Metaphors?ACM Transactions on Computer-Human Interaction10.1145/364861831:4(1-44)Online publication date: 19-Sep-2024
  • (2023)Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverseVirtual Reality10.1007/s10055-023-00850-827:4(2989-3020)Online publication date: 1-Dec-2023
  • (2022)The Impacts of Virtual Reality Avatar Creation and Embodiment on Transgender and Genderqueer Individuals in GamesProceedings of the 17th International Conference on the Foundations of Digital Games10.1145/3555858.3555882(1-9)Online publication date: 5-Sep-2022
  • (2022)How Will VR Enter University Classrooms? Multi-stakeholders Investigation of VR in Higher EducationProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517542(1-17)Online publication date: 29-Apr-2022
  • (2021)A platform for developing and fine tuning adaptive 3D navigation techniques for the immersive webProceedings of the 26th International Conference on 3D Web Technology10.1145/3485444.3487643(1-6)Online publication date: 8-Nov-2021
  • (2021)Color blind: Can you sight?Proceedings of the 12th International Conference on Advances in Information Technology10.1145/3468784.3471602(1-5)Online publication date: 29-Jun-2021
  • (2021)Virtual Reality Esports - Understanding Competitive Players’ Perceptions of Location Based VR EsportsProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445073(1-15)Online publication date: 6-May-2021

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