Accessibility
About Accessibility
This group’s primary focus is to create an open forum to discuss accessibility in immersive technologies, like spatial computing and the metaverse. The group will be contributing to the sector’s development of best practices, and will explore specific technological challenges in XR, such as accessibility in haptics, augmented reality, and virtual reality, with a focus on improving user experience for individuals with visual, auditory, motor, and cognitive impairments. Co-chaired by Chris Creed and Claire Inglis.
Members
Chris is a Professor of Human-Computer Interaction (HCI) at Birmingham City University, where he leads the HCI Research Group. The group specialises in research around immersive systems and inclusive technologies with an international track record in publishing research at leadin...
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Claire is a passionate educator, digital innovation advocate, and proud autistic individual with expertise in simulation development and educational leadership. As Principal Lecturer in Undergraduate Programmes at the Institute of Education, Arts and Society, she focuses on foste...
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I have recently (from August 2023) been appointed as a Professor in Digital Creativity in the School of Design and Creative Arts at Loughborough University. Previously, I was a Professor in Human Factors at the University of Nottingham and head of the Human Factors Research Group...
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I am a Postgraduate Researcher at the University of Leicester and a Fellow of the Institute for Digital Culture, focusing on accessibility and inclusivity within immersive technologies, particularly within the museum and heritage sectors. My current PhD research, titled “Enhanc...
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I am an Associate Professor in Games at Anglia Ruskin University and the course director of MA/MSc Computer Games Development. My research interests include the development of serious games and digital musical instruments (DMI) for vulnerable communities. These include designing ...
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I have extensive experience in AR/VR for healthcare, particularly in applying immersive technologies to complex medical procedures such as endovascular interventions. I've worked on creating virtual reality simulations to train healthcare professionals in minimally invasive techn...
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I am a Senior Lecturer/Associate Professor in Computer Science working in the areas of Interactive Multimedia and immersive technologies with a particular focus on accessibility. My work involves developing technological solutions that allow developers to test, assess and improve...
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As the project manager and producer of Creative Catalyst funded AndroidicaLabXR, I have a growing wealth of experience in XR technologies, hosting events and running projects in metaverse spaces and playable live XR productions. My focus for these working groups is on creating in...
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I am a technical researcher at SIE (Sony Interactive Entertainment). I have done research about accessibility in games in the past (games, controllers, VR) and work in accessibility when I get the chance. I am part of a group focused in accessibility in SIE, and act as the access...
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Joe Strickland is a theatre maker, digital producer, creative technologist and access consultant with great energy and passion. Since 2012 they have been helping to create all manner of theatre and performance in venues across the country. They are the Artistic Director & CEO ...
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I have published over 130 articles and 30 international awards related to using VR and immersive tech for medical applications. My research project comprise several physical and virtual components which together form medical training simulators. 1) Virtual 3D Graphics anatomical ...
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I am a Game Design lecturer, with a background in design and animation, diagnosed with severe Dyslexia in my last year of University (26 years ago) and with Mears Irlen syndrome before I entered teaching 7 years ago. I am currently in the second year of a Part-time PGR as a PhD c...
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Josh Gregg is the Innovation Technologies Specialist at HELIX, the University of Leeds. Designed to enhance student education, HELIX offers cutting-edge digital provision, including immersive technologies and multimedia production studios, as well as a physical makerspace. Ou...
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