Please use this identifier to cite or link to this item: http://bura.brunel.ac.uk/handle/2438/26060
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dc.contributor.authorDudley, J-
dc.contributor.authorYin, L-
dc.contributor.authorGaraj, V-
dc.contributor.authorKristensson, PO-
dc.date.accessioned2023-03-05T09:15:38Z-
dc.date.available2023-03-05T09:15:38Z-
dc.date.issued2023-09-12-
dc.identifierORCiD: John Dudley http://orcid.org/0000-0001-6692-4853-
dc.identifierORCiD: Vanja Garaj https://orcid.org/0000-0002-1661-597X-
dc.identifier.citationDudley J. et al. (2023) 'Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse', Virtual Reality, 27 (4), pp. 2989 - 3020. doi: 10.1007/s10055-023-00850-8.en_US
dc.identifier.issn1359-4338-
dc.identifier.urihttps://bura.brunel.ac.uk/handle/2438/26060-
dc.descriptionData Availability. All data generated or analysed during this study are included in this published article and its supplementary information files.-
dc.descriptionSupplementary Information is available online at:https://link.springer.com/article/10.1007/s10055-023-00850-8#Sec33 .-
dc.descriptionAuthor notes: John Dudley and Lulu Yin have contributed equally to this work.-
dc.description.abstractVirtual 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 as Inclusive 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.-
dc.description.sponsorshipEPSRC (Grants EP/S027432/1 and EP/S027637/1).en_US
dc.format.extent2989 - 3020-
dc.format.mediumPrint-Electronic-
dc.language.isoen_USen_US
dc.publisherSpringer Natureen_US
dc.rightsCopyright © The Author(s) 2023. Rights and permissions: Open Access. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit https://creativecommons.org/licenses/by/4.0/.-
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/-
dc.subjectvirtual realityen_US
dc.subjectaugmented realityen_US
dc.subjectmixed realityen_US
dc.subjectmetaverseen_US
dc.subjectdisabilityen_US
dc.subjectaccessibilityen_US
dc.titleInclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverseen_US
dc.typeArticleen_US
dc.identifier.doihttps://doi.org/10.1007/s10055-023-00850-8-
dc.relation.isPartOfVirtual Reality: research, development and applications-
pubs.issue4-
pubs.publication-statusPublished-
pubs.volume27-
dc.identifier.eissn1434-9957-
dc.rights.holderThe Author(s)-
Appears in Collections:Brunel Design School Research Papers

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