Skip to main content

Mapping Virtual Reality Controls to Inform Design of Accessible User Experiences

  • Conference paper
  • First Online:
Human-Computer Interaction – INTERACT 2023 (INTERACT 2023)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 14142))

Included in the following conference series:

  • 659 Accesses

Abstract

A lack of accessible controls remains a barrier to disabled users engaging in virtual reality experiences. This paper presents a modified cognitive walkthrough of 120 virtual reality applications to identify 2,284 pairs of operant and resultant actions and creates an inventory of domain objects and their operant and resultant actions in the virtual space. This inventory captures both the form and prevalence of interactions that are expected of users in current virtual reality design. An analysis of this inventory reveals that while many barriers could be addressed by existing solutions, those options currently are not often present in current designs. Further, there are a set of barriers related to embodied controls that represent opportunities and challenges for new and innovative designs in virtual reality.

We acknowledge the support of the Natural Sciences and Engineering Research Council of Canada (NSERC), grant RGPIN-2020-05570.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 79.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 99.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    In this paper we have chosen identity first language over people first language which is consistent with some communities. We acknowledge that language around disability is evolving and have made this choice for consistency within the paper.

  2. 2.

    For those familiar with hierarchical task analysis, these atomic tasks correspond to the leaves of the task tree.

References

  1. Ap Cenydd, L., Headleand, C.J.: Movement modalities in virtual reality: a case study from ocean rift examining the best practices in accessibility, comfort, and immersion. IEEE Consum. Electron. Mag. 8(1), 30–35 (2018)

    Article  Google Scholar 

  2. Barceló, J.A., Forte, M., Sanders, D.H.: Virtual reality in archaeology. Archaeopress Oxford (2000)

    Google Scholar 

  3. Beeston, J., Power, C., Cairns, P., Barlet, M.: Accessible player experiences (APX): the players. In: International Conference On Computers Helping People with Special Needs, pp. 245–253 (2018)

    Google Scholar 

  4. Cairns, P., Li, J., Wang, W., Nordin, A.I.: The influence of controllers on immersion in mobile games. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 371–380. CHI 2014, Association for Computing Machinery, New York, NY, USA (2014)

    Google Scholar 

  5. Clarkson, P.J., Coleman, R.: History of inclusive design in the UK. Appl. Ergon. 46, 235–247 (2015)

    Article  Google Scholar 

  6. Colwell, C., Petrie, H., Kornbrot, D., Hardwick, A., Furner, S.: Haptic virtual reality for blind computer users. In: Proceedings of the Third International ACM Conference on Assistive Technologies, pp. 92–99 (1998)

    Google Scholar 

  7. Façanha, A.R., Darin, T., Viana, W., Sánchez, J.: O &M indoor virtual environments for people who are blind: a systematic literature review. ACM Trans. Access. Comput. (TACCESS) 13(2), 1–42 (2020)

    Article  Google Scholar 

  8. Facebook Technologies: Oculus Go Overview (2021). https://www.oculus.com/go/. April 2023

  9. Gerling, K., Dickinson, P., Hicks, K., Mason, L., Simeone, A.L., Spiel, K.: Virtual reality games for people using wheelchairs. In: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, pp. 1–11 (2020)

    Google Scholar 

  10. Gerling, K., Spiel, K.: A critical examination of virtual reality technology in the context of the minority body. In: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA. ACM (2021)

    Google Scholar 

  11. Harrison, S., Sengers, P., Tatar, D.: Making epistemological trouble: third-paradigm HCI as successor science. Interact. Comput. 23(5), 385–392 (2011)

    Article  Google Scholar 

  12. Hoffman, H., Vu, D.: Virtual reality: teaching tool of the twenty-first century? Acad. Med. J. Assoc. Am. Med. Colleges 72(12), 1076–1081 (1997)

    Article  Google Scholar 

  13. Hsieh, H.F., Shannon, S.E.: Three approaches to qualitative content analysis. Qual. Health Res. 15(9), 1277–1288 (2005)

    Article  Google Scholar 

  14. HTC Corporation: Vive Hardware (2019). https://www.vive.com/uk/product/. April 2023

  15. Kornbrot, D., Penn, P., Petrie, H., Furner, S., Hardwick, A.: Roughness perception in haptic virtual reality for sighted and blind people. Percept. Psychophys. 69(4), 502–512 (2007)

    Article  Google Scholar 

  16. Mott, M., et al.: Accessible by design: an opportunity for virtual reality. In: 2019 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), pp. 451–454. IEEE (2019)

    Google Scholar 

  17. Mott, M., Tang, J., Kane, S., Cutrell, E., Ringel Morris, M.: I just went into it assuming that I wouldn’t be able to have the full experience. Understanding the Accessibility of Virtual Reality for People with Limited Mobility. In: The 22nd International ACM SIGACCESS Conference on Computers and Accessibility, pp. 1–13 (2020)

    Google Scholar 

  18. Penn, P., Petrie, H., Colwell, C., Kornbrot, D., Furner, S., Hardwick, A.: The perception of texture, object size and angularity by touch in virtual environments with two haptic devices. In: Proceedings of the 1st International Workshop on Haptic Human Computer Interaction (University of Glasgow, 2000-8-31 to 9–1) (2000)

    Google Scholar 

  19. Petrie, H., Penn, P., Kornbrot, D.: Haptic virtual environments for blind people: further explorations with the phantom device. In: Proceedings of the 3rd International Conference on Disability, Virtual Reality & Assistive Technology (ICDVRAT), pp. 39–44 (2000)

    Google Scholar 

  20. Power, C., Cairns, P., Barlet, M.: Inclusion in the third wave: access to experience. In: Filimowicz, M., Tzankova, V. (eds.) New Directions in Third Wave Human-Computer Interaction: Volume 1 - Technologies, pp. 163–181. Springer International Publishing, Cham (2018)

    Google Scholar 

  21. Power, C., Cairns, P., Barlet, M., Haynes, G., Beeston, J., DeHaven, T.: Validation and prioritization of design options for accessible player experiences. Interact. Comput. 33(6), 641–656 (2022). https://doi.org/10.1093/iwc/iwac017

  22. Revolution Games: Bait (2016). https://www.resolutiongames.com/bait/. April 2023

  23. Satava, R.M.: Medical applications of virtual reality. J. Med. Syst. 19(3), 275–280 (1995)

    Article  Google Scholar 

  24. Sony Interactive Entertainment Europe Limited.: PS VR in Detail: Technical specifications - CUH-ZVR1 model (2021). https://www.playstation.com/en-gb/explore/playstation-vr/buy-now/

  25. Spencer, R.: The streamlined cognitive walkthrough method, working around social constraints encountered in a software development company. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 353–359. CHI 2000, Association for Computing Machinery, New York, NY, USA (2000)

    Google Scholar 

  26. Wharton, C., Rieman, J., Lewis, C., Polson, P.: The Cognitive Walkthrough Method: A Practitioner’s Guide, pp. 105–140. John Wiley & Sons Inc., USA (1994)

    Google Scholar 

  27. Wong, A., Gillis, H., Peck, B.: VR accessibility: survey for people with disabilities. In: Disability Visibility Project & ILMxLAB (2018)

    Google Scholar 

  28. Zhang, Y., Huang, Z., Quigley, K., Sankar, R., Yang, A.: A user experience study of locomotion design in virtual reality between adult and minor users. In: 2019 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), pp. 47–51. IEEE (2019)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Christopher Power .

Editor information

Editors and Affiliations

1 Electronic supplementary material

Below is the link to the electronic supplementary material.

Supplementary material 1 (pdf 21 KB)

Appendix: Application Sample

Appendix: Application Sample

Table 4. Sample applications used in this study.

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Power, C., Cairns, P., DeHaven, T. (2023). Mapping Virtual Reality Controls to Inform Design of Accessible User Experiences. In: Abdelnour Nocera, J., Kristín Lárusdóttir, M., Petrie, H., Piccinno, A., Winckler, M. (eds) Human-Computer Interaction – INTERACT 2023. INTERACT 2023. Lecture Notes in Computer Science, vol 14142. Springer, Cham. https://doi.org/10.1007/978-3-031-42280-5_5

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-42280-5_5

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-42279-9

  • Online ISBN: 978-3-031-42280-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics