April 2025
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7 Reads
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April 2025
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7 Reads
April 2025
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1 Read
April 2025
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10 Reads
March 2025
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1 Read
Hand interactions are increasingly used as the primary input modality in immersive environments, but they are not always feasible due to situational impairments, motor limitations, and environmental constraints. Speech interfaces have been explored as an alternative to hand input in research and commercial solutions, but are limited to initiating basic hand gestures and system controls. We introduce HandProxy, a system that expands the affordances of speech interfaces to support expressive hand interactions. Instead of relying on predefined speech commands directly mapped to possible interactions, HandProxy enables users to control the movement of a virtual hand as an interaction proxy, allowing them to describe the intended interactions naturally while the system translates speech into a sequence of hand controls for real-time execution. A user study with 20 participants demonstrated that HandProxy effectively enabled diverse hand interactions in virtual environments, achieving a 100% task completion rate with an average of 1.09 attempts per speech command and 91.8% command execution accuracy, while supporting flexible, natural speech input with varying levels of control and granularity.
December 2023
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38 Reads
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8 Citations
ACM Transactions on Computer-Human Interaction
Virtual environments (VEs) afford similar interactions to those in physical environments: individuals can navigate and manipulate objects. Yet, a prerequisite for these interactions is being able to view the environment. Despite the existence of numerous scene-viewing techniques (i.e., interaction techniques that facilitate the visual perception of virtual scenes), there is no guidance to help designers choose which techniques to implement. We propose a scene taxonomy based on the visual structure and task within a VE by drawing on literature from cognitive psychology and computer vision, as well as virtual reality (VR) applications. We demonstrate how the taxonomy can be used by applying it to an accessibility problem, namely limited head mobility. We used the taxonomy to classify existing scene-viewing techniques and generate three new techniques that do not require head movement. In our evaluation of the techniques with 16 participants, we discovered that participants identified trade-offs in design considerations such as accessibility, realism, and spatial awareness, that would influence whether they would use the new techniques. Our results demonstrate the potential of the scene taxonomy to help designers reason about the relationships between VR interactions, tasks, and environments.
April 2023
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15 Reads
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4 Citations
April 2022
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32 Reads
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20 Citations
March 2022
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30 Reads
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33 Citations
ACM Transactions on Accessible Computing
Virtual Reality (VR) applications often require users to perform actions with two hands when performing tasks and interacting with objects in virtual environments. Although bimanual interactions in VR can resemble real-world interactions—thus increasing realism and improving immersion—they can also pose significant accessibility challenges to people with limited mobility, such as for people who have full use of only one hand. An opportunity exists to create accessible techniques that take advantage of users’ abilities, but designers currently lack structured tools to consider alternative approaches. To begin filling this gap, we propose Two-in-One, a design space that facilitates the creation of accessible methods for bimanual interactions in VR from unimanual input. Our design space comprises two dimensions, bimanual interactions and computer assistance, and we provide a detailed examination of issues to consider when creating new unimanual input techniques that map to bimanual interactions in VR. We used our design space to create three interaction techniques that we subsequently implemented for a subset of bimanual interactions and received user feedback through a video elicitation study with 17 people with limited mobility. Our findings explore complex tradeoffs associated with autonomy and agency and highlight the need for additional settings and methods to make VR accessible to people with limited mobility.
October 2021
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35 Reads
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17 Citations
August 2021
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177 Reads
Virtual Reality (VR) applications often require users to perform actions with two hands when performing tasks and interacting with objects in virtual environments. Although bimanual interactions in VR can resemble real-world interactions -- thus increasing realism and improving immersion -- they can also pose significant accessibility challenges to people with limited mobility, such as for people who have full use of only one hand. An opportunity exists to create accessible techniques that take advantage of users' abilities, but designers currently lack structured tools to consider alternative approaches. To begin filling this gap, we propose Two-in-One, a design space that facilitates the creation of accessible methods for bimanual interactions in VR from unimanual input. Our design space comprises two dimensions, bimanual interactions and computer assistance, and we provide a detailed examination of issues to consider when creating new unimanual input techniques that map to bimanual interactions in VR. We used our design space to create three interaction techniques that we subsequently implemented for a subset of bimanual interactions and received user feedback through a video elicitation study with 17 people with limited mobility. Our findings explore complex tradeoffs associated with autonomy and agency and highlight the need for additional settings and methods to make VR accessible to people with limited mobility.
... Several initiatives aim to incorporate virtual reality as a method for evaluating accessible design. Immersive virtual environments stand out as an effective visual communication tool among designers, users, and AEC professionals [32]. However, technical, methodological, and implementation challenges persist, limiting the widespread adoption of VR in accessible design practices [33,34]. ...
December 2023
ACM Transactions on Computer-Human Interaction
... In this new social media landscape, it's important to acknowledge that media creators are often the users themselves, not just technically skilled developers. Therefore, new approaches must consider this user-centric perspective, while also addressing this dynamic nature, as well as new types of content [14], and identity factors [23] that characterize social networks. This shift towards a more user-driven content creation process underscores the importance of design elements in user interaction, as discussed in Bellscheidt et al. [1]. ...
April 2023
... For example, due to the limited access to leisure activities, young people with muscular dystrophy list gaming as their most regular pastime [184], which along with highlighting the need for posture flexibility, including support for lying down postures [185], emphasises the importance of allowing for physically accessible game controller switch-based input devices such as the Xbox Adaptive Controller [68,135]. The importance of providing multi-modal input support [36,68,197] for alternative accessible gaming-compatible input devices is further underscored by the prominent gaming focused marketing position of consumer-level HMDs [131], whilst multi-modality is becoming increasingly supported in non-VR computing control [197]. ...
April 2022
... While sensor-based and adaptive hardware solutions expand the technical toolkit for accessibility, the design of interaction strategies in VR plays an equally critical role in shaping user experience. Yamagami et al. (2022) proposed a design space for mapping unilateral input to bimanual VR interactions, demonstrating that system-assisted techniques can help compensate for physical limitations. However, their findings also revealed a significant trade-off: heavy reliance on automated assistance can diminish user autonomy, engagement, and self-efficacy. ...
March 2022
ACM Transactions on Accessible Computing
... Hala ere, VR teknologien izaera murgiltzaileak bazterketa arriskuak ere sor ditzake (Institute of Electrical and Electronics Engineers., 2022). Teknologia horiek, askotan, ziurtzat jotzen dute erabiltzaileak hainbat gauza egiteko gai direla, hala nola, keinuak egitea, bi eskuak aldi berean erabiltzea, burua eta gorputz enborra biratzea edo eszenatoki barruko objektuak seinalatzea (Geerts et al., 2021). Horrez gain, ikusi da VR betaurrekoak ez direla haur eta nerabeentzat behar bezala egokitzen (Seaborn et al., 2016). ...
May 2021
... The ability to travel to spatially distant locations, commonly referred to as locomotion in the VR field [17], is an essential navigation task in the theoretically arbitrarily large [198] three-dimensional virtual environments (VEs) rendered in VR. Challenges around the usage of locomotion techniques designed for VR are however a significant barrier of use for people with disabilities [35], in particular due to the existence of spatialised points of interests [48] that may require accessible scene-viewing techniques beyond head tracking [49]. The arm movement and gestural locomotion techniques afforded by consumer-level HMD tracking capabilities, such as virtual climbing, can additionally be particularly challenging for a range of diverse audiences, for example people using wheelchairs unable to perform the required gestures due to the physical constraints imposed by their mobility aid [63], as well as users with visual impairments who feel unsafe physically moving whilst wearing the HMD [107] or are unable to effectively aim visual-only travel targeting reticles [28]. ...
October 2021
... However, hardware barriers persist. Mott et al. (2020) identified seven major accessibility obstacles, including the difficulty of manipulating dual motion controllers and inaccessible buttons for users with upper limb impairments. Naikar et al. (2024) found that only two out of 39 free VR experiences offered a one-handed mode, while Yildirim (2024) reported that only five out of 16 VR applications were fully usable with one hand. ...
October 2020
... Considerations for accessibility in XR must be addressed in design for a better virtual experience [14] that is more inclusive. For starters, mirroring teleportation-based movement makes it much easier for users who cannot constantly carry out physical movements. ...
October 2019
... For example, due to the crucial role that communication plays in our daily life, it is essential to enhance the accessibility of communication technology to make it available for disabled people (Alonzo et al., 2020;Tigwell et al., 2020). On a different note, 'adaptive interfaces', 'wearables', 'augmentative and alternative communication', and 'sensing' often allow for alternative ways to interact with the environment or learn about the environment due to constraints presented by permanent (Gajos et al., 2007;Mott and Wobbrock, 2019) or situational impairments (Sarsenbayeva et al., 2016(Sarsenbayeva et al., , 2018Wobbrock, 2019). ...
April 2019
... Our team consists of nine DHH people who all use American Sign Language (ASL) as the primary mode of communication. While the majority also uses spoken English, they all exhibit "deaf accents" that impede their ability to produce intelligible voiceovers for multimedia content [9,11,14]. The team also includes one hearing person who has training as a sign language interpreter and is fluent in both ASL and spoken English. ...
October 2018