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.
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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.
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.
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.
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.
Tools & Projects
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.
Accessible Locomotion and Interaction in WebXR
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.
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.
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.
Future of Work Podcast: Virtual Reality and Accessible Workplace Technology
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.