The XR Access symposium aims to kick-start a community of practice that ensures that the emerging worlds of XR are accessible to all. This list of resources represents a sample of other accessible XR projects.

Are we missing anything? Email to add it.

Click here to download a complete resource list
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Accessibility of Virtual Reality Environments

The University of Melbourne’s Accessibility of Virtual Environments resource page provides in-depth guides for XR accessibility as it relates to cognition, vision, mobility, and more.

Learn more about Accessibility of VR Environments

Game Accessibility Guidelines

The Game Accessibility guidelines aim to be a straightforward reference for inclusive game design, and is a collaboration between game studios, researchers, and accessibility specialists.

Learn more about game accessibilty guidelines

VR & AR Accessibility

Compiled by Thomas Logan of Equal Entry, this list of resources helps developers apply existing accessibility guidelines to AR and VR development.

Learn more about VR & AR Accessibility

Accessible Player Experiences (APX)

Games’s Accessible Player Experiences (APX) site offers new ways to think about game accessibility, and provides design patterns and examples for designers and developers.

Learn more about Accessible Player Experiences (APX)

Xbox Accessibility Guidelines

Microsoft’s Xbox Accessibility Guidelines are a set of best practices created to help designers and developers generate ideas, create ‘guardrails’, and validate the accessibility of their games.

Learn more about Xbox Accessibility Guidelines
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AbleGamers provides custom video game equipment for people with disabilities, bringing inclusion and improved quality of life.

Learn more about AbleGamers

BBC Research & Development

The BBC’s Research & Development group has tested subtitles for 360-degree video content, with whitepapers on subtitle user experience and subtitle behavior available.

Learn more about BBC Research & Development


OpenInclusion’s accessibility consultancy services help business understand and build for people with disabilities.

Learn more about OpenInclusion
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Tools & Projects


The SeeingVR tool enhances VR applications for people with low vision by providing visual and audio augmentations, using both plugins and developer input.

Watch a video on SeeingVR
Read the research paper on SeeingVR

Immersive Accessibility

The ImAc project, funded by the EU, explores how accessibility services can be integrated with immersive media. Their subtitling projects show how text can augment 360° video.

Learn more about Immersive Accessibility


ImmersiaTV creates an integrated toolset for producing and distributing immersive and interactive content across devices and formats.

Learn more about ImmersiaTV


IBM’s PowerUp game is a proof of concept for accessible 3D games and virtual worlds. The team has published several papers on their findings.

Learn more about PowerUp


Quorum is a programming language designed to make programming, and presenting the results of a program, accessible for users with visual impairments.

Learn more about Quorum

Transcribing Games

The #TranscribingGames project aims to provide audio descriptions for mainstream video games, making them more accessible to people with low vision.

Learn more about Transcribing Games

VR Together

This EU-funded project aims to improve how audio, video, and graphics are captured and rendered in real-world environments, making virtual experiences more realistic and social.

Learn more about VR Together



Accessible Locomotion and Interaction in WebXR

Product designer Roland Dubois provides a deep dive into the development of an accessible XR prototype in this article.

Learn more about Accessible Locomotion in WebXR

Accessible Virtual Conferences

UX designer Dylan Fox outlines the components of the tech stack for virtual conferences, and describes how to make these events more accessible.

Learn more about accessible virtual conferences

MAVRIC Conference Spotlights XR’s Potential

X-Reality (XR) is an emerging technology that has frequently come across PEAT’s radar this year. XR, an umbrella term, comprises virtual, augmented, immersive, and mixed reality technologies that can critically shape how we perform activities in workplaces and other life settings. Thinking about the potential impact of XR, consider how it will afford greater opportunities for virtual training, telepresence, and object visualization for work tasks. PEAT is thus excited about the promise of XR and passionate about ensuring its usage supports full accessibility for people with disabilities.

Learn more about MAVRIC Conference Spotlights XR’s Potential

Exploring Tangible Pathways for XR Accessibility at the 2019 W3C Workshop

Lately, the PEAT team has met many people across industry and academia who are enthusiastically driving a new wave of (XR) technologies. This community’s commitment to accessible and inclusive XR solutions is essential, and we were excited to join a recent workshop in Seattle, Washington exploring these issues in depth. Hosted by the World Wide Web Consortium (W3C), the workshop’s goal was to discuss strategies for making XR platforms on the web using principles of inclusive design.

Learn more about Exploring Tangible Pathways for XR Accessibility

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Emerging Tech Accessibility Playbook

The PEAT team is leading an effort within XR Access to develop an “Emerging Teach Accessibility Playbook” that will be used as a model for developers, designers, and industry leaders. The Playbook will set the stage for future leaders to apply lessons learned and recommendations from the CoP to design accessible emerging tech.

XR Access 2019 Symposium Report

Virtual, augmented, immersive and mixed reality technologies (XR) are currently on the cusp of mainstream acceptance. These technologies hold the potential to radically impact the lives of all people, in life, work, and play, but many will be left behind if the technology isn’t designed with accessibility in mind. To ensure that the future of this technology considers the needs of people with permanent, temporary, situational, or changing disabilities, Cornell Tech and Verizon Media hosted the first-ever XR Access Symposium July 16, 2019 at the Cornell Tech campus on Roosevelt Island in New York City.

View the XR Access 2019 Symposium Report

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Future of Work Podcast: Virtual Reality and Accessible Workplace Technology

Beth Crutchfield and Jessie Haugh of Level Access discuss the accessibility issues that HR and workplace leaders should consider when using virtual and augmented reality as part of their hiring, recruiting, and retention processes.

Listen to the Future of Work Podcast

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Accessible Immersive Video Experiences

Larry Goldberg (Verizon Media), and Erik Lohr (RYOT Studios) present Verizon’s vision for the future of accessibility in extended reality and immersive video.

Learn more about Accessible Immersive Video Experiences

Accessible VR360 Web Player

Developed by the ImAc Project, this web player enables the viewing of 360-degree video and spacial audio, augmented with access services like subtitles and audio description.

Watch a video of the Accessible VR360 Web Player