Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse

Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse
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DOI:
10.1007/s10055-023-00850-8
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发表时间:
2023-09
期刊:
影响因子:
4.2
通讯作者:
John J. Dudley;Lulu Yin;V. Garaj;P. O. Kristensson
John J. Dudley;Lulu Yin;V. Garaj;P. O. Kristensson
中科院分区:
计算机科学3区
文献类型:
--
作者:
John J. Dudley;Lulu Yin;V. Garaj;P. O. Kristensson

文献摘要

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虚拟现实(VR)和增强现实(AR)提供了新的工作和休闲形式。虽然现在已经有了价格实惠且有效的VR和AR头显,但这两种技术都没有得到广泛的用户采用。然而,我们预测,持续的技术进步和成本降低可能会导致社会中更广泛的传播。弥合从早期采用者到早期大多数人的鸿沟需要仔细考虑更随意和多样化的用户群体的需求。特别地,期望基于潜在用户的独特需求最小化对他们的排除,并且最大化将用户包括在这些新颖的沉浸式体验中。确保公平地使用新兴的虚拟世界进一步加强了考虑用户不同需求的必要性。我们将最大限度地提高VR、AR和虚拟实境用户的可访问性和享受潜力的目标称为包容性沉浸。本文回顾了旨在解决VR和AR用户可访问性需求的研究和商业前景。该调查为综合新兴战略提供了基础,以最大限度地提高VR和AR应用的包容性。最后,我们确定了几个未解决的可访问性的挑战,需要进一步的研究关注。我们的论文整合了与促进无障碍VR和AR相关的不同努力,并为推进这一领域的研究提供了方向。
Virtual Reality (VR) and Augmented Reality (AR) afford new forms of work and leisure. While affordable and effective VR and AR headsets are now available, neither technology has achieved widespread user adoption. However, we predict continual technological advances and cost reductions are likely to lead to wider diffusion in society. Bridging the chasm from the early adopters to the early majority will require careful consideration of the needs of a more casual and diverse user population. In particular, it is desirable to minimise the exclusion of potential users based on their unique needs and maximise the inclusion of users in these novel immersive experiences. Ensuring equitable access to the emerging metaverse further reinforces the need to consider the diverse needs of users. We refer to this objective of maximising the accessibility and enjoyment potential of users of VR, AR and the metaverse asInclusive Immersion. This paper reviews the research and commercial landscape seeking to address the accessibility needs of users in VR and AR. The survey provides the basis for a synthesis of the emerging strategies for maximising the inclusiveness of VR and AR applications. Finally, we identify several unaddressed accessibility challenges requiring further research attention. Our paper consolidates disparate efforts related to promoting accessible VR and AR and delivers directions for advancing research in this area.