philip lelyveld The world of entertainment technology

7Dec/17Off

New Report from ILMxLab & Disability Visibility Project Shares Insights on VR Accessibility Design

wheelchair-vr-1021x58079 VR users with disabilities from around the world participated in the survey, offering insights into their experiences with VR technology. Of the 98 different types of disabilities described, the most common were deafness, arthritis, scoliosis, cerebral palsy, autism, asthma and PTSD. ILMxLAB helped to promote the survey, and users’ experiences with their VR game Trials on Tatooine (2016) was an optional section.

The report offers six key takeaways from the survey: accessibility should be integrated into VR software from the start, VR software/hardware needs maximum flexibility and customisation, developers should interrogate cultural norms and diversify representation, be sensitive to the diverse and varied communities and disability types, and VR development teams should hire disabled people. A large portion of the report sheds light on the specific challenges that disabled users face when using VR hardware and software.

See the full story and download the report here: http://www.virtualrealitypulse.com/edition/daily-apple-razer-2017-12-06?open-article-id=7609870&article-title=new-report-from-ilmxlab---disability-visibility-project-shares-insights-on-vr-accessibility-design&blog-domain=roadtovr.com&blog-title=road-to-vr

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