“It’s Just Part of Me:” Understanding Avatar Diversity and Self-presentation of People with Disabilities in Social Virtual Reality

Kexin Zhang, Elmira Deldari, Zhicong Lu, Yaxing Yao, Yuhang Zhao
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引用次数: 19

Abstract

In social Virtual Reality (VR), users are embodied in avatars and interact with other users in a face-to-face manner using avatars as the medium. With the advent of social VR, people with disabilities (PWD) have shown an increasing presence on this new social media. With their unique disability identity, it is not clear how PWD perceive their avatars and whether and how they prefer to disclose their disability when presenting themselves in social VR. We fill this gap by exploring PWD’s avatar perception and disability disclosure preferences in social VR. Our study involved two steps. We first conducted a systematic review of fifteen popular social VR applications to evaluate their avatar diversity and accessibility support. We then conducted an in-depth interview study with 19 participants who had different disabilities to understand their avatar experiences. Our research revealed a number of disability disclosure preferences and strategies adopted by PWD (e.g., reflect selective disabilities, present a capable self). We also identified several challenges faced by PWD during their avatar customization process. We discuss the design implications to promote avatar accessibility and diversity for future social VR platforms.
“It 's Just Part of Me:”理解社交虚拟现实中残疾人的化身多样性和自我呈现
在社交虚拟现实(social Virtual Reality, VR)中,用户化身为虚拟形象,以虚拟形象为媒介与其他用户进行面对面的互动。随着社交虚拟现实的出现,残疾人(PWD)越来越多地出现在这种新的社交媒体上。由于他们独特的残疾身份,目前尚不清楚PWD如何看待他们的化身,以及他们在社交VR中展示自己时是否愿意以及如何披露自己的残疾。我们通过探索残疾人在社交虚拟现实中的化身感知和残疾披露偏好来填补这一空白。我们的研究包括两个步骤。我们首先对15个流行的社交VR应用程序进行了系统回顾,以评估它们的虚拟角色多样性和可访问性支持。然后,我们对19名有不同残疾的参与者进行了深入的访谈研究,以了解他们的化身体验。我们的研究揭示了残疾人士的一些残疾披露偏好和策略(例如,反映选择性残疾,呈现有能力的自我)。我们还确定了PWD在角色定制过程中面临的几个挑战。我们讨论了未来社交虚拟现实平台中促进虚拟化身可访问性和多样性的设计含义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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