Think about it: C The ascentpopular virtual reality game, any user can virtually scale skyscrapers and majestic rocks simply by turning his head and taking the trigger– every user, except those with muscular, skeletal or neurological disease, which makes even these movements impossible.
Or think about it: in January 2020, a researcher at the MIT Media Lab Arva Michel Mboya travels to Kenya to study his dissertation on the perception of VR, bringing with him four Oculus Go headphones. However, almost half of the time he tried to put one on an object, the strap broke because “the texture, size and style of the black hair were not suitable for the device, and the strap attachment part was still pulled into the joints by strong stretching. ”
Just last month, Judge Frank P. Jerassi Jr. of New York’s Western District ruled that The Americans with Disabilities Act must apply to digital spaces as well as the physical ones – a step in the right direction, but one of the many that will be needed to create a thriving metauniverse accessible to all. This is not just a problem with inclusion. This is also a business problem – or rather, the two are the same.