Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse
University of Cambridge · Brunel University of London
Abstract
Abstract 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…
Citation impact
- FWCI
- 28.44
- Percentile
- 100%
- References
- 197
Authors
4Topics & keywords
- Metaverse
- Computer science
- Virtual reality
- Augmented reality
- Casual
- Immersion (mathematics)
- Human–computer interaction
- Bridging (networking)
- Reduced inequalities