Accessible virtual reality for library orientation: A user-centered approach for visually impaired learners in inclusive education

Virtual Reality (VR) is increasingly applied in education, yet most systems remain inaccessible to visually impaired learners. This study addresses that gap by developing a user-centered VR platform to support library orientation for visually impaired university students. Conducted at a Thai university, the research employed a research and development methodology, combining quantitative and qualitative data collection through usability testing, satisfaction questionnaires, and semi-structured interviews. A digital twin of the university library was created using Unity and deployed on Meta Quest 2, incorporating assistive features such as spatial audio cues, adjustable text, customizable lighting and contrast, and alerts for grade separation. Eight visually impaired students participated in the evaluation. Quantitative results showed a moderate usability score (average SUS = 67.83), while qualitative feedback emphasized the value of adjustable text and audio cues, with suggestions for improved personalization of contrast settings and audio speed. The study demonstrates the feasibility of inclusive VR design and provides practical insights for supporting visually impaired students, offering guidance for educators, developers, and policymakers seeking to advance digital accessibility and equity in higher education.

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Publication Details

Journal
Social Sciences & Humanities Open
Published
2025-01-01
DOI
https://doi.org/10.1016/j.ssaho.2025.101630
Citations
4
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
7.74

Funders

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article

Accessible virtual reality for library orientation: A user-centered approach for visually impaired learners in inclusive education

Pakinee Ariya, Kannikar Intawong, Kitti Puritat, Yakannut Yensathit
4 citations
Social Sciences & Humanities Open
Virtual Reality Applications and Impacts
7.74
article

Accessible virtual reality for library orientation: A user-centered approach for visually impaired learners in inclusive education

Pakinee Ariya, Kannikar Intawong, Kitti Puritat, Yakannut Yensathit
article en
4 citations

Abstract

Virtual Reality (VR) is increasingly applied in education, yet most systems remain inaccessible to visually impaired learners. This study addresses that gap by developing a user-centered VR platform to support library orientation for visually impaired university students. Conducted at a Thai university, the research employed a research and development methodology, combining quantitative and qualitative data collection through usability testing, satisfaction questionnaires, and semi-structured interviews. A digital twin of the university library was created using Unity and deployed on Meta Quest 2, incorporating assistive features such as spatial audio cues, adjustable text, customizable lighting and contrast, and alerts for grade separation. Eight visually impaired students participated in the evaluation. Quantitative results showed a moderate usability score (average SUS = 67.83), while qualitative feedback emphasized the value of adjustable text and audio cues, with suggestions for improved personalization of contrast settings and audio speed. The study demonstrates the feasibility of inclusive VR design and provides practical insights for supporting visually impaired students, offering guidance for educators, developers, and policymakers seeking to advance digital accessibility and equity in higher education.

Social Sciences & Humanities OpenVol. 11
Chiang Mai University (TH)
Chiang Mai University
Quality Education
Openalex Percentile: Top 3%
Virtual Reality Applications and Impacts
7.74
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