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“The Guide Has Your Back”: Exploring How Sighted Guides Can Enhance Accessibility in Social Virtual Reality for Blind and Low Vision People
12 references·8 citing·42 second hop
“The Guide Has Your Back”: Exploring How Sighted Guides Can Enhance Accessibility in Social Virtual Reality for Blind and Low Vision People (2023)“The Guide Has Your Back”: Exploring How …"My Zelda Cane": Strategies Used by Blind Players to Play Visual-Centric Digital Games (2023)"My Zelda Cane": Strategies U…NavStick: Making Video Games Blind-Accessible via the Ability to Look Around (2021)NavStick: Making Video Games …Virtual Showdown (2019)Virtual ShowdownSeeingVR (2019)SeeingVRToward Scalable Social Alt Text: Conversational Crowdsourcing as a Tool for Refining Vision-to-Language Technology for the Blind (2017)Toward Scalable Social Alt Te…Visual challenges in the everyday lives of blind people (2013)Visual challenges in the ever…Guidelines are only half of the story (2012)Guidelines are only half of t…VizWiz (2010)VizWizToward accessible 3D virtual environments for the blind and visually impaired (2008)Toward accessible 3D virtual …PowerUp (2008)PowerUpUsing thematic analysis in psychology (2006)Using thematic analysis in ps…Interactive 3D sound hyperstories for blind children (1999)Interactive 3D sound hypersto…Understanding VR Accessibility Practices of VR Professionals (2025)Understanding VR Accessibilit…Understanding the Accessibility of Single-User Virtual Reality Environments for Adults with Intellectual and Developmental Disabilities (2025)Understanding the Accessibili…Understanding How Visually Impaired Players Socialize in Mobile Games (2025)Understanding How Visually Im…See Through My Eyes: Using Multimodal Large Language Model for Describing Rendered Environments to Blind People (2025)See Through My Eyes: Using Mu…Branch Explorer: Leveraging Branching Narratives to Support Interactive 360° Video Viewing for Blind and Low Vision Users (2025)Branch Explorer: Leveraging B…Asleep at the Virtual Wheel: The Increasing Inaccessibility of Virtual Reality Applications (2025)Asleep at the Virtual Wheel: …SoundModVR: Sound Modifications in Virtual Reality to Support People who are Deaf and Hard of Hearing (2024)SoundModVR: Sound Modificatio…An AI Guide to Enhance Accessibility of Social Virtual Reality for Blind People (2024)An AI Guide to Enhance Access…Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)Freedom to roam (2009)Visually impaired users on an online social network (2014)Privacy Concerns and Behaviors of People with Visual Impairments (2015)How Blind People Interact with Visual Content on Social Networking Services (2016)Web content accessibility guidelines 1.0 (2001)Web Content Accessibility Guidelines 2.0 (2001)Web Content Accessibility Guidelines 2.0 (2009)Advances in Game Accessibility from 2005 to 2010 (2011)Playing Blind (2019)Exploring Asymmetric Roles in Mixed-Ability Gaming (2021)Improving web accessibility: a study of webmaster perceptions (2003)The relationship between accessibility and usability of websites (2007)Benchmarking web accessibility evaluation tools (2013)Automatic Alt-text (2017)Game accessibility case study : Terraformers - a real-time 3D graphic game (2004)Game Not Over : Accessibility Issues in Video Games (2005)Making the mainstream accessible (2006)Providing Subject Access to Images: A Study of User Queries (1998)Investigating the appropriateness of social network question asking as a resource for blind users (2013)Understanding Blind People's Experiences with Computer-Generated Captions of Social Media Images (2017)Machine behaviour (2019)AI and accessibility (2020)Toward Automatic Audio Description Generation for Accessible Videos (2021)Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis (2013)Accessible by Design: An Opportunity for Virtual Reality (2019)Inclusive AR/VR: accessibility barriers for immersive technologies (2023)Inclusive Augmented and Virtual Reality: A Research Agenda (2023)The Measurement of Observer Agreement for Categorical Data (1977)A method of analysing interview transcripts in qualitative research (1991)GameFlow (2005)Making Mobile Augmented Reality Applications Accessible (2020)Scaffolding in immersive virtual reality environments for learning English: an eye tracking study (2021)CollabAlly: Accessible Collaboration Awareness in Document Editing (2022)Interaction Design and Children (2007)Mobile Messenger for the Blind (2007)Informing Age-Appropriate AI: Examining Principles and Practices of AI for Children (2022)
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References

  • 2006Using thematic analysis in psychology193,725 cited
  • 2010VizWiz603 cited
  • 2012Guidelines are only half of the story327 cited
  • 2013Visual challenges in the everyday lives of blind people236 cited
  • 2019SeeingVR210 cited
  • 1999Interactive 3D sound hyperstories for blind children108 cited
  • 2017Toward Scalable Social Alt Text: Conversational Crowdsourcing as a Tool for Refining Vision-to-Language Technology for the Blind85 cited
  • 2008Toward accessible 3D virtual environments for the blind and visually impaired85 cited
  • 2019Virtual Showdown79 cited
  • 2008PowerUp57 cited
  • 2021NavStick: Making Video Games Blind-Accessible via the Ability to Look Around48 cited
  • 2023"My Zelda Cane": Strategies Used by Blind Players to Play Visual-Centric Digital Games38 cited

Cited by

  • 2025Understanding VR Accessibility Practices of VR Professionals14 cited
  • 2024An AI Guide to Enhance Accessibility of Social Virtual Reality for Blind People12 cited
  • 2025Asleep at the Virtual Wheel: The Increasing Inaccessibility of Virtual Reality Applications11 cited

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2024
SoundModVR: Sound Modifications in Virtual Reality to Support People who are Deaf and Hard of Hearing
8 cited
  • 2025Branch Explorer: Leveraging Branching Narratives to Support Interactive 360° Video Viewing for Blind and Low Vision Users5 cited
  • 2025See Through My Eyes: Using Multimodal Large Language Model for Describing Rendered Environments to Blind People2 cited
  • 2025Understanding the Accessibility of Single-User Virtual Reality Environments for Adults with Intellectual and Developmental Disabilities2 cited
  • 2025Understanding How Visually Impaired Players Socialize in Mobile Games1 cited