一种公平的体验?HCI研究如何在残疾背景下概念化虚拟现实的可访问性
An Equitable Experience? How HCI Research Conceptualizes Accessibility of Virtual Reality in the Context of Disability
AI总结:
本研究通过文献综述提出VR可访问性工作定义,强调体验是公平访问的必要条件,呼吁未来研究关注残疾用户的体验。
摘要:
在人机交互(HCI)研究社区中,创建可访问的虚拟现实(VR)是一个持续关注的问题。然而,关于如何在体验技术的背景下概念化可访问性,却鲜有反思。我们的工作填补了这一空白:我们首先探讨了当前如何定义可访问性,强调了人们对公平和丰富体验重要性的日益认识。然后,我们进行了一项文献研究(N=28),以考察VR研究中当前如何概念化可访问性及其与体验的关系。我们的结果表明,现有工作很少在VR背景下定义可访问性,且以障碍为中心的研究占主导地位。同样,我们表明,体验——例如临在感或沉浸感——很少被设计或评估,而参与者的反馈表明,体验对残疾VR用户是相关的。在此基础上,我们提出了一个VR可访问性的工作定义,该定义将体验视为公平访问的必要条件,并讨论了未来工作像针对非残疾人士的VR研究一样关注体验的必要性。
英文摘要:
Creating accessible Virtual Reality (VR) is an ongoing concern in the Human-Computer Interaction (HCI) research community. However, there is little reflection on how accessibility should be conceptualized in the context of an experiential technology. We address this gap in our work: We first explore how accessibility is currently defined, highlighting a growing recognition of the importance of equitable and enriching experiences. We then carry out a literature study (N=28) to examine how accessibility and its relationship with experience is currently conceptualized in VR research. Our results show that existing work seldom defines accessibility in the context of VR, and that barrier-centric research is prevalent. Likewise, we show that experience - e.g., that of presence or immersion - is rarely designed for or evaluated, while participant feedback suggests that it is relevant for disabled users of VR. On this basis, we contribute a working definition of VR accessibility that considers experience a necessary condition for equitable access, and discuss the need for future work to focus on experience in the same way as VR research addressing non-disabled persons does.
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