Tagged: a11yvr

Turn off for Botton Head on Lythe Fell

To turn or not to turn?

One of the often unconsidered aspect of VR game development is how a user can interact if they have limited neck mobility due to illness, injury or disability. Whilst Meta have addressed this in...

man wearing virtual reality goggles

Feel the sound in Virtual Reality?

What is “physical audio” in the context of auditory feedback? How does this add to the personal experience of VR? Reading this article I think they are referring more to how they can convert...

person s hand in shallow photo

Hand based interactions

One aspect of immersive environments that always sits uncomfortably with me is the hand controllers needed. These can potentially take some time to learn how to interact with but once mastered really open things...

man sitting in front of computer

The Value of Inclusively Designed XR Workplace Tools

Making an XR workspace inclusive from the start is what every organisation should be thinking: inclusivity is not an after-thought. The Value of Inclusively Designed XR Workplace Tools – XR Access

silver framed hippie sunglasses on concrete

Future directions of XR glasses?

The accessibility of wearable solutions can make the difference for an individual’s immersive experience. Most wearables to date are, quite frankly, bulky and require significant fine and gross motor skills to don / doff....

photo of person typing on computer keyboard

Are we ditching keypads for good in AR/VR?

There are lots of approaches to how we interact in XR spaces but are we ready to get rid of the physical keyboard? Whilst all of these approaches in this post are interesting not...