Glossary
Terms used in accessibility research and practice. Each entry has a definition, common aliases, and category tags.
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- Scene Reading(also: Scene Reader, 3-D Screen Reading)
- An interaction paradigm that extends touch-based screen reading concepts from 2-D interfaces to 3-D virtual environments, enabling blind and low vision users to explore virtual scenes nonvisually. Scene reading provides semantic information about virtual objects and their…
- Self-Representation(also: Digital Self-Representation, Avatar Self-Representation)
- The way individuals choose to present themselves in digital or virtual environments, particularly through customizable avatars. For people with disabilities, self-representation involves decisions about whether and how to disclose disability status in spaces where appearance is…
- Sense of Presence(also: Virtual Presence, Spatial Presence)
- The subjective feeling of "being there" in a virtual environment, encompassing spatial presence (feeling physically located in the virtual space), involvement (attention directed at the virtual world), and experienced realism (how lifelike the environment feels). Sense of…
- Shared Movement(also: Linked Locomotion, Guided Movement)
- A virtual reality interaction technique that allows one user to move through a virtual environment by attaching to or following another user's avatar, inspired by the physical sighted guide technique used by blind and low vision people. In shared movement, a user can grab a…
- Sighted Guide(also: Sighted Guide Technique, Human Guide)
- A technique in which a sighted person assists a blind or low vision individual with navigation and orientation by serving as a visual reference and mobility aid. In physical settings, the blind person typically holds the guide's arm just above the elbow and walks a half-step…
- Simulator Sickness(also: VR Sickness, Cybersickness, Motion Sickness in VR)
- A form of motion sickness experienced in virtual reality caused by a mismatch between visual perception of movement and the vestibular system's sense of physical motion. Symptoms include nausea, dizziness, disorientation, and eye strain. Simulator sickness can be triggered by…
- Snap Turn(also: Snap Rotation, Comfort Turn)
- A virtual reality locomotion technique that rotates the user's viewpoint in discrete angular increments rather than continuous smooth rotation. Typically triggered by a thumbstick or controller input, snap turns rotate the view by a fixed amount (commonly 30-45 degrees) to…
- Social Presence(also: Co-Presence, Telepresence)
- The sense of being together with another person in a mediated environment, whether through video conferencing, virtual reality, or other communication technologies. In accessibility contexts, social presence is crucial for remote therapy, telerehabilitation, and virtual support…
- Social VR(also: Social Virtual Reality)
- Virtual reality platforms and applications designed for social interaction, where users represented by avatars can meet, communicate, and engage in shared activities in virtual spaces. Popular social VR platforms include VRChat and Engage. In accessibility research, social VR…
- Social Virtual Reality(also: Social VR, SVR)
- Virtual reality platforms designed primarily for social interaction, where users meet, communicate, and engage in shared activities through avatars in three-dimensional virtual spaces. Examples include VRChat, AltspaceVR, and Rec Room. Social VR presents unique accessibility…
- Sound Visualization(also: Audio Visualization, Sound-to-Visual Mapping)
- The practice of representing audio information through visual means, enabling Deaf or Hard-of-hearing individuals to perceive sound-based information that would otherwise be inaccessible. Sound visualization goes beyond simple captioning to convey characteristics like loudness…
- Spatial Computing(also: Spatial interaction)
- A paradigm of computing in which digital content is rendered and interacted with in three-dimensional physical space, typically via head-worn augmented or mixed reality devices (e.g., HoloLens, Magic Leap, Apple Vision Pro, Snap Spectacles) that track head pose, hands, eyes, and…
- Spatial Scene Reading(also: Direct Touch Scene Reading)
- A mode of scene reading interaction where users continuously drag their finger across a touchscreen to freely explore a virtual environment, with objects identified and announced as the finger passes over them. Spatial scene reading preserves the spatial relationship between…
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