Brendan A. Ciccone, Shannon K. T. Bailey, Joanna E. Lewis
{"title":"下一代虚拟现实:可访问和人体工程学设计的建议","authors":"Brendan A. Ciccone, Shannon K. T. Bailey, Joanna E. Lewis","doi":"10.1177/10648046211002578","DOIUrl":null,"url":null,"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.","PeriodicalId":357563,"journal":{"name":"Ergonomics in Design: The Quarterly of Human Factors Applications","volume":"14 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"The Next Generation of Virtual Reality: Recommendations for Accessible and Ergonomic Design\",\"authors\":\"Brendan A. Ciccone, Shannon K. T. Bailey, Joanna E. Lewis\",\"doi\":\"10.1177/10648046211002578\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":357563,\"journal\":{\"name\":\"Ergonomics in Design: The Quarterly of Human Factors Applications\",\"volume\":\"14 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-03-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Ergonomics in Design: The Quarterly of Human Factors Applications\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1177/10648046211002578\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Ergonomics in Design: The Quarterly of Human Factors Applications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1177/10648046211002578","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The Next Generation of Virtual Reality: Recommendations for Accessible and Ergonomic Design
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.