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
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.