Enhancing accessibility in multi-learner virtual reality platform

IF 2.1 Q1 EDUCATION & EDUCATIONAL RESEARCH Journal of Workplace Learning Pub Date : 2024-07-31 DOI:10.1108/jwl-02-2024-0041
Sabra E. Brock, Ayushi Tandon, Yogini E Joglekar, Pia Behmuaras
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引用次数: 0

Abstract

Purpose

This study aims to investigate and propose guidelines to enhance the accessibility of virtual reality (VR) interfaces for all users within professional learning environments. Motivated by a lack of comprehensive accessibility guidelines for VR learning, the study delves into a case study of Edstutia’s VR campus.

Design/methodology/approach

This case study examines the intersection of VR platform development and learning experience design through the lens of accessibility in human-computer interaction. It elaborates on how user experience feedback from differently-abled learners who were unable to fully participate in the VR experience due to disability shaped the 2.0 version development of a VR platform.

Findings

The outcomes of this case study are (1) a description of an inclusive and empathetic design application to increase multi-learner VR platform accessibility, (2) a sample actionable path from a design/development perspective in ensuring the accessibility design of a VR learning platform, and recommendations to facilitate the design process.

Research limitations/implications

This case is a foundation for further research on improving accessibility in VR. In future work on VR campuses, we recommend scholars undertake research with an inclusive approach that actively involves users with different abilities in shaping guidelines, particularly on how individuals with different abilities should be approached for their input during the design and development process in a sensitive manner.

Practical implications

The authors summarize the steps taken to enhance the accessible interplay between the end users and the interface of VR technology in the emergence of VR accessibility standards. Central to this case’s exploration is the integration of accessibility as a pivotal element into an academic VR campus, i.e. multilearner education platform.

Social implications

Increasing access to VR has strong social implications in a world where 17% of people report a disability.

Originality/value

This case contributes to the limited research available on increasing access to VR on campuses.

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提高多学习者虚拟现实平台的无障碍性
目的本研究旨在调查并提出指导方针,以提高专业学习环境中虚拟现实(VR)界面对所有用户的无障碍性。由于缺乏针对 VR 学习的全面无障碍性指南,本研究对 Edstutia 的 VR 校园进行了案例研究。设计/方法/方法本案例研究通过人机交互中的无障碍性视角,研究了 VR 平台开发和学习体验设计的交叉点。它详细阐述了因残疾而无法充分参与 VR 体验的残障学习者的用户体验反馈如何影响了 VR 平台 2.0 版本的开发。研究结果本案例研究的成果包括:(1)描述了一种包容性和移情设计应用,以提高多学习者 VR 平台的可访问性;(2)从设计/开发角度提供了一条可操作的路径样本,以确保 VR 学习平台的可访问性设计,并提出了促进设计过程的建议。在未来有关虚拟现实校园的工作中,我们建议学者们采用包容性的方法开展研究,让不同能力的用户积极参与制定指导方针,特别是在设计和开发过程中应如何以敏感的方式接触不同能力的个人,征求他们的意见。实践意义作者总结了在虚拟现实无障碍性标准出现的过程中,为加强最终用户与虚拟现实技术界面之间的无障碍性互动而采取的措施。本案例探索的核心是将可访问性作为一个关键要素融入学术 VR 校园,即多学习者教育平台。社会意义在一个 17% 的人报告有残疾的世界里,增加 VR 的可访问性具有很强的社会意义。原创性/价值本案例为现有关于增加校园 VR 可访问性的有限研究做出了贡献。
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来源期刊
Journal of Workplace Learning
Journal of Workplace Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.60
自引率
10.50%
发文量
34
期刊介绍: The Journal of Workplace Learning aims to provide an avenue for the presentation and discussion of research related to the workplace as a site for learning. Its scope encompasses formal, informal and incidental learning in the workplace for individuals, groups and teams, as well as work-based learning, and off-the-job learning for the workplace. This focus on learning in, from and for the workplace also brings with it questions about the nature of interventions that might assist the learning process and of the roles of those responsible directly or indirectly for such interventions. Since workplace learning cannot be considered without reference to its context, another aim of the journal is to explore the organisational, policy, political, resource issues and other factors which influence how, when and why that learning takes place.
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