ASSETS 2024
Had a blast at ASSETS in St. John's, Canada! It was great to reconnect with friends and meet so many new folks as well. Can't wait to catch more sunrises π and get blown away (literally π¬οΈ) by beautiful scenery and intriguing research in future years!
Works Presented
Thanks to everyone who attended our 45-minute presentation! π Ria and I presented our coauthored paper, "I Try to Represent Myself as I Am": Self-Presentation Preferences of People with Invisible Disabilities through Embodied Social VR Avatars as part of the (very eventful) last session of the conference.
Our poster, Exploring the Accessibility of Social Virtual Reality for People with ADHD and Autism: Preliminary Insights, was also be presented at ASSETS!
Workshop Paper
Also grateful to have participated in the The Future of Urban Accessibility: The Role of AI workshop! Thanks to the organizers for their efforts in making the workshop so multidisciplinary and interactive!
Photos
Links
"I Try to Represent Myself as I Am": Self-Presentation Preferences of People with Invisible Disabilities through Embodied Social VR Avatars
Paper [DOI / PDF]Presentation Slides [PDF]
Video Presentation [YouTube]
Exploring the Accessibility of Social Virtual Reality for People with ADHD and Autism: Preliminary Insights
Poster [DOI / PDF]Making Urban Art Accessible: Current Art Access Techniques, Design Considerations, and the Role of AI
Workshop Paper [arXiv / PDF]Get in touch!
If you're interested in disability and avatar representation, please reach out β I'd love to chat!lucjia@uw.edu
@lucyajiang
Social virtual reality (VR) has become one of the most popular forms of VR. However, despite years of research on how VR interventions can be useful as diagnostic or therapeutic tools for neurodivergent (ND) users, there has been little examination of how accessible social VR may be for such ND individuals. In this paper, we describe an ongoing user study with participants who self-identify with both autism and ADHD (AuDHD) and also self-identify with facing frequent challenges with social interaction. So far, we have recruited four AuDHD participants; we had each participant briefly explore a world on a popular commercial social VR platform and then reflect on this experience afterward in a longer interview section. Through this process, we uncovered various accessibility challenges in social VR, such as difficulties with navigating social norms or managing certain sensory inputs. We also noted ideas on potential accommodations, like a text-based prompt system that can suggest βappropriateβ conversation responses. Our work outlines opportunities to improve the accessibility of social VR for an often-overlooked user group.