The Next Generation of Virtual Reality: Recommendations for Accessible and Ergonomic Design
Brendan A. Ciccone, Shannon K. T. Bailey, Joanna Lewis
Abstract
Virtual reality (VR) device prices drastically declined in the past decade, leading to a shift in the VR market. As VR enters the mainstream, the design of both VR hardware and software must evolve to meet the needs of diverse users. Current systems appeal to niche consumers who are willing and able to use VR despite bulky hardware and accessibility barriers in software. The current review outlines the limitations of current VR systems and proposes ways in which designs can be iterated to produce more ergonomic and accessible systems for a broader range of users.
Topics & Concepts
Virtual realityMainstreamSoftwareHuman–computer interactionComputer scienceSoftware designSoftware developmentPhilosophyTheologyProgramming languageVirtual Reality Applications and ImpactsAugmented Reality ApplicationsTactile and Sensory Interactions