Is this project an undergraduate, graduate, or faculty project?

Undergraduate

Project Type

group

Campus

Daytona Beach

Authors' Class Standing

Stephanie Mello, Junior Nicholas Horn, Graduate Student Andi St Clair, Graduate Student Jessyca Derby, Graduate Student

Lead Presenter's Name

Stephanie Mello

Lead Presenter's College

DB College of Arts and Sciences

Faculty Mentor Name

Barbara Chaparro

Abstract

Extended Reality (XR) encompasses virtual reality (VR), augmented reality (AR), and mixed reality (MR). Virtual content continues to be incorporated into our real world as more devices become available to support it. It has been accepted into the entertainment space (games like Beat Saber and Pokémon GO), social media apps (SnapChat and TikTok filters), training, and education. Soon everyone will be able to put on a headset or pick up a phone and see virtual holograms in action. But, is XR built inclusively, for everyone? Inclusive design has been defined as, "designing a diversity of ways for users to participate so that everyone has a sense of belonging” (Holmes, 2018). We evaluated the inclusivity of popular XR devices: head-mounted displays, smart glasses, and mobile devices – both the physical design and user interaction methods. Results demonstrate that the devices have room for improvement to be fully inclusive.

Did this research project receive funding support (Spark, SURF, Research Abroad, Student Internal Grants, Collaborative, Climbing, or Ignite Grants) from the Office of Undergraduate Research?

No

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Extended Reality (XR) Hardware: One Size Doesn’t Fit All, Yet.

Extended Reality (XR) encompasses virtual reality (VR), augmented reality (AR), and mixed reality (MR). Virtual content continues to be incorporated into our real world as more devices become available to support it. It has been accepted into the entertainment space (games like Beat Saber and Pokémon GO), social media apps (SnapChat and TikTok filters), training, and education. Soon everyone will be able to put on a headset or pick up a phone and see virtual holograms in action. But, is XR built inclusively, for everyone? Inclusive design has been defined as, "designing a diversity of ways for users to participate so that everyone has a sense of belonging” (Holmes, 2018). We evaluated the inclusivity of popular XR devices: head-mounted displays, smart glasses, and mobile devices – both the physical design and user interaction methods. Results demonstrate that the devices have room for improvement to be fully inclusive.

 

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