TY - GEN
T1 - Don't Forget Our Presence
T2 - 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2024
AU - Gluck, Aaron
AU - Solini, Hannah
AU - Maiti, Kuntal
AU - Brinkley, Julian
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024
Y1 - 2024
N2 - Virtual reality (VR) as a technology has been around for decades, but the modern era of VR started with the commercial release of the Oculus Rift headset in 2016. The intervening years have seen significant growth in the technology and its application. Lowered barriers to entry (e.g., system cost, no longer requiring a powerful gaming computer) and a pandemic have resulted in a substantial increase in the use of VR in the workplace and at home. During this period, the older adult population, those 65 and older, is also experiencing rapid growth. While the benefits of older adults using VR are numerous (e.g., socialization, rehabilitation, well-being), recent studies show that only a fraction of the older adult population has used VR. We conducted a study investigating accessibility barriers older adults may face when interacting with VR hardware and applications and what benefits they believed VR could provide. Our participants expressed that current VR technology does not support the needs and abilities of older adults, but if it did, they believed VR would benefit the population, demonstrating the need to create VR hardware and applications to support older adults.
AB - Virtual reality (VR) as a technology has been around for decades, but the modern era of VR started with the commercial release of the Oculus Rift headset in 2016. The intervening years have seen significant growth in the technology and its application. Lowered barriers to entry (e.g., system cost, no longer requiring a powerful gaming computer) and a pandemic have resulted in a substantial increase in the use of VR in the workplace and at home. During this period, the older adult population, those 65 and older, is also experiencing rapid growth. While the benefits of older adults using VR are numerous (e.g., socialization, rehabilitation, well-being), recent studies show that only a fraction of the older adult population has used VR. We conducted a study investigating accessibility barriers older adults may face when interacting with VR hardware and applications and what benefits they believed VR could provide. Our participants expressed that current VR technology does not support the needs and abilities of older adults, but if it did, they believed VR would benefit the population, demonstrating the need to create VR hardware and applications to support older adults.
KW - accessibility
KW - older adults
KW - Virtual reality
KW - VR
UR - http://www.scopus.com/inward/record.url?scp=85195601961&partnerID=8YFLogxK
U2 - 10.1109/VRW62533.2024.00063
DO - 10.1109/VRW62533.2024.00063
M3 - Conference contribution
AN - SCOPUS:85195601961
T3 - Proceedings - 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2024
SP - 316
EP - 321
BT - Proceedings - 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2024
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 16 March 2024 through 21 March 2024
ER -