TY - GEN
T1 - Improving Accessibility of Elevation Control in an Immersive Virtual Environment
AU - Qorbani, Hossain Samar
AU - Abdinejad, Maryam
AU - Arya, Ali
AU - Joslin, Chris
N1 - Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.
PY - 2022
Y1 - 2022
N2 - Despite the advances made in Virtual Reality (VR) technology, the design of VR experiences lacks sufficient focus on accessibility and inclusion as the primary requirements. These are especially important for STEM education, where engaging in experiential activities is essential. This study was conducted to investigate accessibility considerations in the design and development of Immersive VR (IVR) learning spaces for wheelchair users. The specific research question is: How can we make a VR system easier to interact with for wheelchair users needing vertical movement? A user study with thirty (30) participants in three groups was conducted: Group A (the control group, non-wheelchair users) who used natural body movement to interact with the environment, Group B (verification group, non-wheelchair users) who used software controls for accessibility, and Group C (wheelchair users) who used the same software accessibility feature. The results indicate that the accessibility feature enabled wheelchair users to complete the tasks requiring raising or lowering of the body, with almost similar levels of completion rate and accuracy.
AB - Despite the advances made in Virtual Reality (VR) technology, the design of VR experiences lacks sufficient focus on accessibility and inclusion as the primary requirements. These are especially important for STEM education, where engaging in experiential activities is essential. This study was conducted to investigate accessibility considerations in the design and development of Immersive VR (IVR) learning spaces for wheelchair users. The specific research question is: How can we make a VR system easier to interact with for wheelchair users needing vertical movement? A user study with thirty (30) participants in three groups was conducted: Group A (the control group, non-wheelchair users) who used natural body movement to interact with the environment, Group B (verification group, non-wheelchair users) who used software controls for accessibility, and Group C (wheelchair users) who used the same software accessibility feature. The results indicate that the accessibility feature enabled wheelchair users to complete the tasks requiring raising or lowering of the body, with almost similar levels of completion rate and accuracy.
KW - Human-centered computing
KW - Learning
KW - Virtual Reality
KW - VR Accessibility
UR - http://www.scopus.com/inward/record.url?scp=85147842557&partnerID=8YFLogxK
U2 - 10.1109/AIVR56993.2022.00012
DO - 10.1109/AIVR56993.2022.00012
M3 - Conference contribution
AN - SCOPUS:85147842557
T3 - Proceedings - 2022 IEEE International Conference on Artificial Intelligence and Virtual Reality, AIVR 2022
SP - 26
EP - 35
BT - Proceedings - 2022 IEEE International Conference on Artificial Intelligence and Virtual Reality, AIVR 2022
PB - Institute of Electrical and Electronics Engineers (IEEE)
T2 - 5th IEEE International Conference on Artificial Intelligence and Virtual Reality, AIVR 2022
Y2 - 12 December 2022 through 14 December 2022
ER -