Glossary
Terms used in accessibility research and practice. Each entry has a definition, common aliases, and category tags.
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- Cane Simulation(also: Virtual Cane, White Cane Simulation)
- A virtual reality application that simulates the experience of using a white cane (long cane) for navigation, allowing blind users to explore virtual environments through haptic feedback. In a cane simulation, the user's finger or hand position is mapped to a virtual cane that…
- Co-Embodiment(also: Shared Embodiment, Collaborative Embodiment)
- A design concept where multiple users jointly control or inhabit a single virtual body or avatar, each contributing different aspects of the character's movements or actions. In CoSignPlay, co-embodiment allows one player to control non-manual signs (facial expressions, head…
- Collaborative virtual environment(also: CVE, Shared virtual space)
- A computer-based distributed virtual space where multiple users can interact with one another and with virtual objects in real time from separate physical locations. For children with autism, CVEs offer controlled social practice environments that reduce the sensory overload of…
- Collision Detection(also: Contact Detection, Intersection Testing)
- In virtual reality and haptic systems, collision detection is the computational process of determining when virtual objects come into contact with each other or with a user's virtual representation (such as a virtual hand or cane). When a collision is detected, the system can…
- Cultural Heritage(also: Heritage, Digital Heritage)
- Cultural heritage is the inherited tangible and intangible expressions of a community’s history, including buildings, monuments, artefacts, landscapes, oral traditions, performance, ritual, and language. In digital contexts, cultural heritage work covers the documentation,…
- Cybersickness(also: VR Sickness, Simulator Sickness, Virtual Reality Motion Sickness)
- A form of motion sickness experienced during virtual reality use, characterized by symptoms including nausea, disorientation, dizziness, eye strain, and general discomfort. Cybersickness occurs due to sensory conflicts between what the visual system perceives (movement in the…
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