I don't think this is the greatest article in the world but it is at least reasonably comprehensive and points to a significant issue arising in the near future: accessibility in VR systems. It's focused on games, which is a leading adopter of VR, but of course the considerations apply to all applications, including educational applications. It notes the major accessibility issue I've already face: the difficulty wearing glasses using a VR headset. Oculus provides an adapter, but for me, it is useless. Other issues include use by people with movement limitations. The article surveys a number of accessibility guidelines, including especially the Game Accessibility Guidelines (GAG). Image: Belén Agulló, Mario Montagud and Isaac Fraile, Making interaction with virtual reality accessible.
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