mlsanityData to 14 Oct 2026

DiVRsify: Break the Cycle and Develop VR for Everyone

arXiv 2110.00497 ↗First posted 1 Oct 2021cs.HCcited by 1

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Abstract (arXiv)

Virtual reality technology is biased. It excludes approximately 95% the world's population by being primarily designed for male, western, educated, industrial, rich, and democratic populations. This bias may be due to the lack of diversity in virtual reality researchers, research participants, developers, and end users, fueling a noninclusive research, development, and usability cycle. The objective of this paper is to highlight the minimal virtual reality research involving understudied populations with respect to dimensions of diversity, such as gender, race, culture, ethnicity, age, disability, and neurodivergence. Specifically, we highlight numerous differences in virtual reality usability between underrepresented groups compared to commonly studied populations. These differences illustrate the lack of generalizability of prior virtual reality research. Lastly, we present a call to action with the aim that, over time, will break the cycle and enable virtual reality for everyone.

Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). First posted on arXiv 1 Oct 2021.

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