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dc.contributor.authorMiranda-Duro, María del Carmen
dc.contributor.authorConcheiro-Moscoso, Patricia
dc.contributor.authorLagares Viqueira, Javier
dc.contributor.authorNieto-Riveiro, Laura
dc.contributor.authorCanosa, Nereida
dc.contributor.authorPousada, Thais
dc.date.accessioned2020-10-19T10:25:14Z
dc.date.available2020-10-19T10:25:14Z
dc.date.issued2020-08-20
dc.identifier.citationMiranda-Duro, M.d.C.; Concheiro-Moscoso, P.; Viqueira, J.L.; Nieto-Riveiro, L.; Domínguez, N.C.; García, T.P. Virtual Reality Game Analysis for People with Functional Diversity: An Inclusive Perspective. Proceedings 2020, 54, 20. https://doi.org/10.3390/proceedings2020054020es_ES
dc.identifier.issn2504-3900
dc.identifier.urihttp://hdl.handle.net/2183/26460
dc.description.abstract[Abstract] Virtual reality (VR) allows us to simulate everyday life environments with realism and in an immersive environment, with the use of the appropriate hardware. People with functional diversity, either because of environmental barriers or because of their reduced mobility, have fewer opportunities to participate in different daily activities or risk situations outdoors. Therefore, VR can be a technological resource for these people to access, try out, and experience different environments and scenarios, offering new participation experiences. Therefore, the aim of this proposal is to analyze the properties and determine the possibilities of the virtual reality applications available on commercial platforms for use in the practice of rehabilitation and intervention aimed at people with functional diversity. This is a transversal, descriptive study that has focused on the analysis of the 40 applications from the STEAM Virtual Reality and VIVE platforms for High Tech Computer Corporation (HTC). After analysis, it has been observed that there are no applications available that are fully accessible and with a minimum degree of usability for use by people with functional diversity.es_ES
dc.description.sponsorshipThis work was supported in part by some grants from the European Social Fund 2014-2020. CITIC (Research Centre of the Galician University System) and the Galician University System (SUG) obtained funds through Regional Development Fund (ERDF) with 80%, Operational Programme ERDF Galicia 2014-2020 and the remaining 20% by the Secretaría Xeral de Universidades of the Galician University System (SUG). Specifically, the author MCMD obtained a scholarship (Ref. ED481A 2018/205) and the author PCM (Ref. ED481A-2019/069) to develop the PhD thesis. On the other hand, the diffusion and publication of this research was funded by the CITIC, Research Centre of the Galician University System with the support previously mentioned (Ref ED431G 2019/01)
dc.description.sponsorshipXunta de Galicia; ED481A 2018/205
dc.description.sponsorshipXunta de Galicia; ED481A 2019/069
dc.description.sponsorshipXunta de Galicia; ED431G 2019/01
dc.language.isoenges_ES
dc.publisherMDPI AGes_ES
dc.relation.urihttps://doi.org/10.3390/proceedings2020054020es_ES
dc.rightsAtribución 4.0 Internacionales_ES
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/*
dc.subjectVirtual realityes_ES
dc.subjectFunctional diversityes_ES
dc.subjectAccessibilityes_ES
dc.titleVirtual Reality Game Analysis for People with Functional Diversity: An Inclusive Perspectivees_ES
dc.typeinfo:eu-repo/semantics/conferenceObjectes_ES
dc.rights.accessinfo:eu-repo/semantics/openAccesses_ES
UDC.journalTitleProceedingses_ES
UDC.volume54es_ES
UDC.issue1es_ES
UDC.startPage20es_ES
dc.identifier.doi10.3390/proceedings2020054020
UDC.conferenceTitle3rd XoveTIC Conference; A Coruña, Spain; 8–9 October 2020es_ES


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