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Details of Grant 

EPSRC Reference: EP/S027637/1
Title: Inclusive Immersion
Principal Investigator: Garaj, Dr V
Other Investigators:
Harrison, Professor D
Researcher Co-Investigators:
Project Partners:
Games London To Play For Ltd Virti (VirtiHealth)
Department: Design
Organisation: Brunel University London
Scheme: Standard Research
Starts: 01 May 2019 Ends: 30 April 2022 Value (£): 355,118
EPSRC Research Topic Classifications:
Human-Computer Interactions
EPSRC Industrial Sector Classifications:
Creative Industries Information Technologies
Related Grants:
EP/S027432/1
Panel History:
Panel DatePanel NameOutcome
12 Feb 2019 Digital Economy Investigator-led Research Projects 12 February 2019 Announced
Summary on Grant Application Form
Inclusive Immersion

The project Inclusive Immersion will carry out pertinent user research and user performance modelling and subsequently develop a set of design guidelines and a design toolkit for inclusive design of immersive content and content application interfaces in Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) environments. The guidelines and the toolkit will facilitate the immersive experiences that are more accessible and usable for people with permanent and situational impairments and disabilities affecting vision, hearing, mobility, dexterity and cognition and for older people.

The user research will investigate both the barriers to the use of immersive technologies and the user requirements for inclusion. The research findings will feed into the user performance model underpinning the guidelines and the toolkit. The project will also analyse the process of immersive content design and production as currently practiced by industry-to define the best practice for the adoption of the inclusion solutions. The business opportunities for Inclusive Immersion and the design solutions will be scoped to understand the underlying business potential. The types of the immersive content to be included in the project are: i) Broadcast Content, ii) Education Content and iii) Gaming Content, the most widely used types. While the focus will be on interactions in the digital domain, the project will also consider the physical interfaces of the hardware required to access immersive environments, with the hardware analysis and the consequent inclusive design recommendations forming part of the guidelines.

The Inclusive Immersion Design Guidelines will provide a detailed specification of the inclusion issues and the inclusive design strategies and particular interventions to counter the issues. The Inclusive Immersion Design Toolkit will consist of three design tools: Design Tool 01: Simulation, Design Tool 02: Manual Adaptation and Design Tool 03: Automated Adaptation. The three tools will be developed as plug-ins for Unity, the most widely used platform for the creation of immersive content, popular both in industry and academia.

Key Findings
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Potential use in non-academic contexts
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Summary
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Further Information:  
Organisation Website: http://www.brunel.ac.uk