Cited by 161Digital Accessibility for DisabilitiesVirtual Reality Applications and ImpactsAssistive Technology in Communication and Mobility

Accessible by Design: An Opportunity for Virtual Reality

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Mott, Martez, Cutrell, Edward, Gonzalez Franco, Mar, Holz, Christian, Ofek, Eyal, Stoakley, Richard, Ringel Morris, Meredith·2019·2019 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)

Abstract

Too often, the accessibility of technology to people with disabilities is an afterthought (if it is considered at all); post-hoc or third-party patches to accessibility, while better than no solution, are less optimal than interface designs that consider ability-based concerns from the start [31]. Virtual Reality (VR) technologies are at a crucial point of near-maturity, with emerging, but not yet widespread, commercialization; as such, VR technologies have an opportunity to integrate accessibility as a fundamental, developing cross-industry standards and guidelines to ensure high-quality, inclusive experiences that could revolutionize the power and reach of this medium. In this position paper, we discuss the needs, opportunities, and challenges of creating accessible VR.

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Crossref · 10.1109/ismar-adjunct.2019.00122

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  • VR and immersive 3-D digital content pose significant accessibility barriers for blind and low-vision (BLV) users, who cannot engage with its rich visual information.

    “Despite its growing popularity, VR and its immersive 3-D digital content still pose significant accessibility barriers, especially for people who are blind or have low vision (BLV) and therefore cannot engage with its rich visual information [54].”

    From From Screen Reading to "Scene Reading" in SceneVR: Touch-Based Interaction Techniques for Use in Virtual Reality by Blind and Low-Vision Users (2025) · cites this paper as [54]

    The indexed passages contain bibliographic information and keywords, but no substantive discussion of accessibility barriers for blind or low-vision users. Searches for blind or low vision, visual information, and VR accessibility challenges returned no passage addressing the claim. (LLM, conf=0.74)

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Authors
Mott, M., Cutrell, E., Gonzalez Franco, M., Holz, C., Ofek, E., Stoakley, R., & Ringel Morris, M.
Affiliations
Microsoft (United States) (US)
Venue
2019 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)
Publisher
IEEE
Published
2019-10
Pages
451-454
OpenAlex
W2972795682
Cited by
161
References
5
Citations by year
2026: 18 · 2025: 41 · 2024: 42 · 2023: 25 · 2022: 15 · 2021: 15 · 2020: 4 · 2019: 1
FWCI
16.82
Type
conference paper
Language
en
Locations
  • IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) (publishedVersion)
  • University of Birmingham Research Portal (University of Birmingham) (submittedVersion, other-oa)
  • University of Birmingham Research Portal (University of Birmingham) (submittedVersion)
Topics
  • Social Sciences › Human Factors and Ergonomics › Digital Accessibility for Disabilities
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Health Sciences › Health Professions › Occupational Therapy › Assistive Technology in Communication and Mobility
Keywords
disability, inclusive design, accessibility standards, assistive technology, user interface design

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