Towards Making XR 100% Accessible: A Discussion Panel

Author:

Rupp Michael A.1ORCID,Gluck Aaron2,Derby Jessyca3,Gable Thom4,Kelling Nicholas5ORCID,Van Ommen Carmen3

Affiliation:

1. HP, Inc., Palo Alto, CA, USA

2. Clemson University, Clemson, SC, USA

3. Embry-Riddle Aeronautical University, Daytona Beach, FL, USA

4. Microsoft, Redmond, WA, USA

5. University of Houston-Clear Lake, Redmond, WA, USA

Abstract

Given the increased usage of extended reality (XR), it is important to consider what difficulties users may have using these systems. This discussion panel will provide an open dialog about what accessibility means for XR systems and for whom. Each panelist will provide a brief overview of the following topics within their bailiwick followed by Q & A. Aaron Gluck will discuss broadening access to XR by users with disabilities. Jessyca Derby will discuss heuristics for making AR/MR experiences more accessible and what resources are available to assist designers and practitioners, Thom Gable will discuss inclusive design in the XR space more broadly and discuss the approach within Microsoft, Nicholas Kelling will discuss the role behavioral and sensory accessibility plays in opening XR to a broader audience, and Carmen Van Ommen will discuss how best practices from other domains can be applied to XR

Publisher

SAGE Publications

Subject

General Medicine,General Chemistry

Reference41 articles.

1. Virtual reality therapy for rehabilitation of balance in the elderly: a systematic review and META-analysis

2. Apple (n.d.). Accessibility—Foundations—Human Interface Guidelines—Design—Apple Developer. Design. https://developer.apple.com/design/human-interface-guidelines/foundations/accessibility

3. VR4VR

4. Caldwell B., Cooper M., Reid L., Vanderheiden G., Chisholm W., Slatin J., White J. (2008). Web content accessibility guidelines (WCAG) 2.0. W3C. https://www.w3.org/TR/WCAG20/

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