Inclusion and Accessibility in XR: Exploring experiences
summary
Argues that XR is growing but excludes many due to design and cost, citing 97.81% of people who haven’t tried VR and AR users rising from 0.44B (2019) to 1.73B (2024). Audits development tools via a spreadsheet and an XR City map, evaluates titles like Beat Saber and Rec Room, highlights accessibility wins like WalkinVR, and prototypes an Instagram AR filter built with Spark AR tested with 13 participants, finding limited audio/gesture support, high hardware costs, and a plan for heuristics and a toolkit.
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chapters (7)
- 0:00Start
- 5:19Artificial Intelligence and Accessible XR
- 6:01Gaps with Artificial Intelligence, XR and Accessibility
- 7:09Accessibility Challenges with XR
- 23:25Augmented Reality Heuristics
- 25:48Accessible Filters for Instagram
- 31:06XR Accessibility Project
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