Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse

J Dudley, L Yin, V Garaj, PO Kristensson - Virtual Reality, 2023 - Springer
Abstract Virtual Reality (VR) and Augmented Reality (AR) afford new forms of work and
leisure. While affordable and effective VR and AR headsets are now available, neither …

Accessibility in 360 video players

CJ Hughes, M Montagud - Multimedia tools and applications, 2021 - Springer
Accessibility is a key requirement for any multimedia tool and application. With the current
trend towards immersive experiences, such as Virtual Reality (VR) and 360 o video, it …

Culture 4 all: accessibility-enabled cultural experiences through immersive VR360 content

M Montagud, P Orero, A Matamala - Personal and Ubiquitous Computing, 2020 - Springer
The use of virtual reality (VR) technologies and, in particular, of VR360 content can provide
great benefits in the society. This particularly applies to the culture and heritage sectors …

Easy-to-Read: Evolution and Perspectives—A Bibliometric Analysis of Research, 1978–2021

MA Fărcașiu, V Gherheș, S Șimon… - International Journal of …, 2023 - mdpi.com
The purpose of this paper is to observe the use of the Easy-to-Read term in the international
scientific literature. Therefore, a bibliometric analysis was carried out using the Web of …

Subtitling 3D VR content with limited 6DoF: presentation modes and guiding methods

M Montagud, C Hurtado, JA De Rus, S Fernández - Applied Sciences, 2021 - mdpi.com
Featured Application Requirements, guidelines, and insights on how to subtitle 3D Virtual
Reality (VR) content. Abstract All multimedia services must be accessible. Accessibility for …

Subtitles in VR 360° video. Results from an eye-tracking experiment

M Brescia-Zapata, K Krejtz, AT Duchowski… - Perspectives, 2023 - Taylor & Francis
ABSTRACT Virtual and Augmented Reality, collectively known as eXtended Reality, are key
technologies for the next generation of human–computer–human interaction. In this context …

[LIVRE][B] Towards Game Translation User Research

M Deckert, KW Hejduk, MÁ Bernal-Merino - 2024 - cambridge.org
This Element takes the initiative to highlight the nascent state of audiovisual translation
research centring on users of video games. It proposes ways of advancing the research by …

Alfabetización mediática audiovisual en personas con discapacidad visual: El lenguaje y la narrativa audiovisual como herramientas para mejorar la experiencia …

MMG Caballero, VM de la Torre - Icono14, 2023 - dialnet.unirioja.es
La comprensión de las obras audiovisuales y la calidad de la experiencia de su visionado,
son dos de dos de los principales desafíos a los que se enfrentan las personas con …

[PDF][PDF] Open-source accessibility-enabled V360 player

M Montagud, I Fraile, E Meyerson, S Fernández - ACM IMX, 2020 - scholar.archive.org
This paper presents an evolved version of an open-source web-based player that enables
the consumption of immersive VR360 content augmented with the personalized …

Accessibility in 360º videos: Methodological aspects and main results of evaluation activities in the ImAc project

A Matamala - Sendebar, 2021 - revistaseug.ugr.es
El artículo presenta de modo global los resultados obtenidos en las actividades de
evaluación del proyecto europeo Immersive Accessibility (ImAc). El objetivo de dicho …