Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems 2020
DOI: 10.1145/3313831.3376265
|View full text |Cite
|
Sign up to set email alerts
|

Virtual Reality Games for People Using Wheelchairs

Abstract: Virtual Reality (VR) holds the promise of providing engaging embodied experiences, but little is known about how people with disabilities engage with it. We explore challenges and opportunities of VR gaming for wheelchair users. First, we present findings from a survey that received 25 responses and gives insights into wheelchair users' motives to (non-) engage with VR and their experiences. Drawing from this survey, we derive design implications which we tested through implementation and qualitative evaluatio… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

3
45
0

Year Published

2021
2021
2023
2023

Publication Types

Select...
2
2
2

Relationship

1
5

Authors

Journals

citations
Cited by 50 publications
(48 citation statements)
references
References 22 publications
3
45
0
Order By: Relevance
“…We include testimony of disabled people to illustrate our points. The testimonies were collected in the context of a survey [28] in which we explored perspectives of disabled people on VR either based on their own hands-on experience or through engagement with reports about the technology. For example, this included the individually preferred setting in which the technology would be used as part of being asked to imagine or report how the technology would be approached, and implications for integration of movement-based interaction paradigms that may need to be more nuanced.…”
Section: Methodsmentioning
confidence: 99%
See 4 more Smart Citations
“…We include testimony of disabled people to illustrate our points. The testimonies were collected in the context of a survey [28] in which we explored perspectives of disabled people on VR either based on their own hands-on experience or through engagement with reports about the technology. For example, this included the individually preferred setting in which the technology would be used as part of being asked to imagine or report how the technology would be approached, and implications for integration of movement-based interaction paradigms that may need to be more nuanced.…”
Section: Methodsmentioning
confidence: 99%
“…The results of a user study with 16 participants were refined into seven barriers to VR [42, p. 7] that predominantly relate to characteristics of VR hardware (e.g., system setup, adjusting the head-mounted display, and working with the controllers). Likewise, Gerling et al examined the design of VR games for wheelchair users with focus on adaptation of user input, highlighting that people using wheelchairs were concerned about accessibility barriers, but perceived VR as a futuristic and desirable technology, with results of an empirical study showing that VR can be made accessible through adjustment of interaction paradigms [28].…”
Section: Virtualmentioning
confidence: 99%
See 3 more Smart Citations