Bringing Basic Accessibility Features to Virtual Reality Context. Mauro Teófilo∗. Samsung Research Institutee. Amazon Federal University. This paper introduces Virtual Reality (VR) basic scenarios of accessibility tools like zooming, negative colors, auto reading, text-to-speech, subtitles, cursor based on context, and so on. The proposed solutions were designed based on accessibility features already in use by other platforms.
The increasing development of virtual reality (VR) technologies has matured enough as to expand
research from the military and scientific visualization realm into more multidisciplinary areas, such as
education, art, and psychology.
In this article the author explores the ways in which the digital age is changing how we engage with nature...looking at benefits and deficits in the advancements of VR and the human engagement with digitized natural environments or indoor recreations rather than the real thing.
The author explore how artists can protect the copyright of their work in VR, and who has the right to place that art into Virtual Reality worlds. Are the programmers who create the code for the work to appear collaborators with the artists?