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Shaping Europe’s digital future

Frequently Asked Questions (FAQ) on virtual worlds

The Frequently Asked Questions (FAQ) for virtual worlds is a part of the virtual worlds toolbox for the general public proposed by the citizens' panel on virtual worlds.

Acknowledgement: We would like to thank EU funded project XR4Human and all the people who have contributed to this FAQ.


Understanding virtual worlds

What are virtual worlds?

Virtual worlds are persistent, 3D, real-time, immersive environments, blurring the line between real and virtual, for socialising, working, learning, making transactions, playing and creating.

What is Web 4.0?

Web 4.0 is the 4th generation of the World Wide Web where physical and digital worlds are seamlessly blending, enabling more intuitive and immersive experiences. Making use of advanced artificial and ambient intelligence, internet of things, virtual worlds and extended reality capabilities, web, real objects and environments are fully integrated and communicating between each other through more collaborative, decentralised and user-centered approaches.

What is Web 3.0?

Web 3.0 is the 3rd generation of the World Wide Web aims to enable smarter interactions between users and systems by making data more discoverable and accessible (i.e., machine readable) through the use of metadata and linked data technologies such as RDF, SPARQL, OWL, and SKOS.

What is a metaverse?

A metaverse is an interoperable network of virtual worlds.

What are digital twins?

Digital twins are digital representations of real-world entities or processes. Digital twins use real-time data and numerical models to simulate future developments and test scenarios.

What is a citiverse?

A citiverse is a series of interconnected distributed hybrid and virtual worlds representing, and synchronised with, their physical counterparts and offering virtual goods/services/capabilities (in the areas of administrative, economic, social, policy-making, and cultural activity) to city and community actors.

What is extended reality (XR)?

Extended Reality (XR) is a collective term referring to immersive technologies such as virtual reality (VR), augmented reality (AR) and mixed reality (MR) which enhance reality and our senses by adding digital information to the real world or creating a new digital environment altogether.

What is virtual reality (VR)?

Virtual reality (VR) is an immersive technology that allows users to interact with virtual objects and other users in 3D environments. Using head-mounted displays, tracking systems and controllers VR users feel fully immersed in virtual worlds.

What is augmented reality (AR)?

Augmented Reality is an interactive technology that integrates digital information with the user’s physical surrounding in real-time. It enhances the user's perception of real-world objects and environments by overlaying digital sensory inputs onto them. AR can be experienced through a variety of devices, including smartphones, tablets and smart glasses.

What is an avatar?

An avatar is a digital representation of a person or user within a virtual world.

What is digital identity?

Digital identity is a collection of data that uniquely represents an individual or organisation in the digital world. Digital identity is used for authentication, authorisation and verification purposes online. It includes the digital footprints left behind while using digital services.

What is a digital asset?

Digital assets are digital representation of value that can be traded, transferred or used for payment. It has specific usage rights and can include anything from cryptocurrencies to digital art and other forms of intellectual property.

Read more on crypto assets and what the EU is doing and why

What is a non-fungible token (NFT)?

Non-Fungible Token (NFT) is a unique and non-interchangeable unit of data stored on a digital ledger (blockchain). NFTs can be associated with reproducible digital files such as photos, videos, and audio. NFTs use a digital ledger to provide a public certificate of authenticity or proof of ownership, but it does not restrict the sharing or copying of the underlying digital file. 

What is distributed ledger technology?

Distributed ledger technology is a technological infrastructure and protocols that allow simultaneous access, validation, and record updating across a networked database. Distributed ledger uses cryptography to confirm, carry out, and secure actions and transactions.

What is blockchain technology?

Blockchain is a technology that allows a network of computers, rather than a central authority, to maintain and update a shared and synchronised digital database or a ledger of verified, immutable data, based on a consensus algorithm and stored on multiple nodes. 

Read about the EU Blockchain and Web3 Strategy.

What is the difference between a decentralised and a centralised network?

Most of today’s applications and platforms operate in what we call ‘centralised’ way, meaning they rely on a central authority or server. A server is a computer or software system that provides data, services or resources -over a network- to other computer devices or programs called clients. For example, when a user is using a messaging application with a centralised network, messages pass through a central server before arriving to its intended destination. 
Some virtual worlds and applications are decentralised, meaning that in these types of networks, every user performs as server or a node, removing the need for a centralised server. The advantages of decentralisation include removing the need for third parties’ intermediaries. This empowers each individual user, improving the resiliency of the network and enhancing security, transparency and trust among users.

What is a decentralised autonomous organisations (DAO)?

A Decentralised autonomous organisations (DAO) is a type of organisation where rules and decision-making processes are encoded on a blockchain network. DAOs are controlled by their members, who collectively make decisions through a transparent and decentralised governance structure, without the need for a central authority or hierarchical leadership. Smart contracts, digital protocols, and blockchain technology are used to enforce the DAO's rules and ensure that decisions are made democratically and transparently.

What is a digital wallet?

A digital wallet is a type of online storage that lets you securely keep track of your digital assets and information, like digital certificates and digital identity information. It's like a traditional wallet but for your digital items and credentials. It can easily be used for your assets and information in a variety of online transactions and activities, like virtual worlds.

What is the difference between digital wallet, cryptocurrency exchange and bank account?

A bank account, a digital wallet and a crypto-asset exchange serve three distinct functions that can be interconnected. For example, you can transfer fiat currency (i.e., euros made available by your bank and issued by the European Central Bank) from your bank account to a crypto-asset exchange to purchase digital tokens and you can then withdraw these digital tokens to the digital wallet - which you control. For security reasons, it's strongly recommended not to leave fiat currency or digital tokens on the crypto-asset exchange because you are not in direct control of the funds stored there and must rely on the security measures of the exchange.
 

What is high performance computing (HPC)?

Computing at performance levels requiring the massive integration of individual computing elements for solving problems which cannot be handled by standard computing systems. Synonym for supercomputing.

What is virtual worlds governance?

Virtual worlds governance is the development and application by governments, the private sector, civil society and the technical community, of shared principles, norms, rules, decision-making procedures, and activities that shape the evolution and use of virtual worlds.

What is a citizens’ panel?

Innovative democratic instrument that puts citizens at the centre of public policymaking. Randomly selected citizens from all 27 EU Member States come together to discuss key forthcoming proposals at the European level and make recommendations that the European Commission will take into consideration when defining its political goals and concrete policies.

The European Commission organised a citizens' panel on virtual worlds in 2023. 150 randomly selected citizens to formulate recommendations on a vision, principles, and actions to ensure that virtual worlds in the EU are fair and fit for people.

What is a regulatory sandbox?

A regulatory sandbox is a structured context for experimentation that enables the testing - in a real-world environment - of innovative technologies, products, services or approaches for a limited time and in a limited part of a sector or area. This is done under regulatory supervision and ensuring that appropriate safeguards are in place.

What are data spaces?

Data spaces are infrastructure, data governance framework and data-related services (such as tools for pooling, processing and sharing data between entities and data structures) aiming to foster availability, quality and interoperability of data – both in domain-specific settings and across sectors.

Read more on data spaces.

XR devices and content

What are important factors to consider when choosing a head-mounted display?

There are several important factors when choosing a head-mounted display (HMD), including human-, technical-, financial- and ecological factors. Here we consider the human factors, because it is important that each person has a comfortable experience. To give best possible eye and vision experience, there must be enough space for eyeglasses behind the HMD, so that persons who need glasses can have clear and comfortable vision. Further, an HMD that allows for adjustment of the inter-pupillary distance [see question on inter-pupillary distance] is important so that the screens are positioned right in front of the pupils. HMDs should also be lightweight with well-balanced design and have proper adjustments to fit heads of different sizes, to reduce strain on the neck and upper back muscles.

What interaction controllers can I use with my XR headset(s)?

Hand-held controllers are the most common type of interaction controllers used in XR. They are usually designed to fit comfortably in the user's hands and have buttons, triggers, and joysticks that allow the user to interact with the virtual environment. Many of the handheld controllers also include haptic sensors and actuators that detect the user's touch and respond by providing haptic feedback.

Gesture controllers are other type of controllers that use the user's hand and body movements to control the virtual environment. They include sensors that track the user's movements and translate them into actions within the virtual environment. Screen based AR application utilise touch gestures in general.

Eye-tracking controllers use the user's eye movements to control the virtual environment. Eye tracking sensors track the user's gaze and translate it into actions within the virtual environment.

Face tracking features are a current XR trend for translating facial expressions into user’s emotion detection and avatar animation (VIVE Facial Tracker, Meta Quest tech specs). 

Voice controllers use the user's voice to control the virtual environment. They recognize the user's commands through their voice inputs and translates them into actions within the virtual environment.

Brain computer interfaces (BCI) devices use users’ electroencephalography (EEG) for controlling and interacting with virtual environments. They include sensors that capture users’ brainwaves and software that filters, categorizes them, and plugins that translate EEG into actions within the virtual environment. Recent integration efforts of BCI with XR are carried out currently by Varjo and OpenBCI  (2022).

Wearables (e.g., wristbands – Meta, XR gloves – HaptX, Magnus Prime X) and full or partial body motion capture and interaction devices (e.g., Xsens, Teslasuit, Skinetic haptic vest, OWO “all sensations” vest) enable to track users’ body segments and joints and provide enhanced natural avatar animation as well as interaction features within the XR worlds. Such systems capture a huge amount of user data, and therefore such solution providers explicitly mention privacy policies relative to product usage.

Locomotion controller devices such as cybershoes (e,g., KAT VR Loco) and omnidirectional treadmills (e.g., KAT VR Walk, Cyberith Virtualizer, Virtuix Omni One and Arena) provide a variety of usage modes, from beginner to expert, and safety is one of the main aspects that is specifically considered by locomotion devices.

Should users wear their ordinary eyeglasses when using a VR headset?

Yes, users with vision issues should wear the appropriate prescription (glasses or contact lenses) when you are using XR technologies. Otherwise, they may experience blurry vision, headaches, tiredness, nausea, and/or difficulties seeing in 3D, even with no symptoms in daily life. 

What is the difference between AR and VR in terms of eyes and vision?

AR and VR head-mounted displays (HMD) share many of the same visual properties, and both AR- and VR-HMDs must be adjusted to fit the user’s head and allow for using eyeglasses. There are a few additional challenges in AR where virtual elements are layered over the physical world. Firstly, it can be hard to distinguish between the virtual content from the physical environment if the virtual overlay is somewhat see-through or the physical environment is crowded. Secondly, if an object such as a wall is closer than the virtual content, the user’s eyes will have a visual mismatch, which may cause eye strain, nausea or other discomfort. Thirdly, AR does not give the same immersive experience as VR, but it is grounding the user to the physical world, which may feel more stable compared to VR. 

Technical aspects and concepts

What are standards?

Standards are like rulebooks that establish guidelines and procedures for the development of products and services to ensure they work reliably. Standards are not laws, but they are agreed amongst different groups such as users, industry, and government. 

Standards provide guidance on the best way to do something (develop a product, provide a service, manage a process, interact with technology etc.) in line with an objective. For instance, a way to develop virtual worlds software with high respect to user’s privacy.

Why are standards important?

To follow how standards evolve is important because it provides a foundation for industries to grow and improve. Through following standards, manufacturers get information about how devices communicate with each other, how they exchange data, and how are data kept secure, making those devices easier to use.

Standards establish a common language for products and technology development. With standards a user can seamlessly use and navigate technologies and solutions even if they have not been developed by the same provider, as well as understand and compare products and solutions from different companies.  

What is interoperability?

Interoperability is the ability of information systems to exchange data and enable sharing of information. It allows systems to speak directly to one another in the same language, which means instant interpretation of the information in its original context. Interoperability improves the efficiency and effectiveness of information-sharing tools, by ensuring the technical processes, standards and tools that allow information systems to work better together. 

Why is interoperability important?

In the context of virtual worlds interoperability would mean that users are empowered and able to choose among virtual world clients and servers, without worrying about compatibility or authentication. Interoperable virtual worlds would operate similar to today's Web, allowing users to access content and experiences across virtual environments.     

Interoperability and ubiquity are important concepts for virtual worlds. Interoperability focuses on creating flexible standards that allow different digital assets to be easily shared or transferred. Ubiquity, consistently connects these assets with the people who create or use them. In virtual worlds, it's crucial to bring together all the digital elements that make up a virtual identity into one cohesive "self." This unified electronic self needs to be accessible from anywhere within the virtual environment to provide a realistic alternative to the physical world. This means that all the digital parts of a virtual identity should be seamlessly available from any virtual access point.

Are computer programs protected by copyright?

The protection of computer programs or software by copyright is foreseen among others, in the WIPO Copyright Treaty (which is a special agreement under the Berne Convention), and at a European level in the Directive 2009/24/EC of the European Parliament and of the Council of 23 April 2009 on the legal protection of computer programs. This directive considers computer programs as literary works.

Health and well-being considerations in virtual worlds

How do virtual words affect our health and well-being?

There are still not many studies on the mid-long-term effects of the use of extended reality devices and the exposure of workers to virtual worlds in workers. Although, in the case of 2D digital videoconferences, studies showed that they could increase physical and mental health issues, this cannot be directly applied to the 3D digital world, as the technology devices and the digital environment are different. Because of that, we need new and more studies on the effects of virtual worlds.

In January 2024, the European Commission launched - as one of the actions of the EU strategy on Web4.0 and virtual worlds- a study on the impact of virtual worlds on people’s health and well-being, This study has the purpose to describe the state-of-the art on the impact of virtual worlds on people’s health and well-being, especially on children and workers, and provide an assessment of the strengths and weaknesses of the existing research results linked to the use of virtual worlds in consumer, enterprise and industrial environments. The study will also investigate how virtual worlds can help improve the mental and physical health of vulnerable groups, such as children, elderly people or persons with disabilities. The results of the study will be available in 2025.

What is cybersickness and how is it caused?

Cybersickness is the feeling of sickness that may happen when using immersive technologies like virtual reality (VR) or augmented reality (AR). Typical symptoms are nausea, dizziness, fatigue, headaches, sweating, and other discomforts. In some cases, the symptoms of cybersickness may continue after using XR. Cybersickness affects individuals differently; some people may have severe cybersickness symptoms after only a short period in VR or AR, while others have no symptoms, even after long periods of use.

When using to immersive technologies, the user’s senses send conflicting information to the brain. The system that gives us a sense of balance and position (vestibular system), and the eyes (visual system) send different information to the brain. This conflicting messages that the brain receives can cause cybersickness symptoms.
 

Is there anything to do to avoid cybersickness when using XR technologies?

Users who experience cybersickness when using extended reality (XR) technologies, it is recommended to limit the time of use and take regular breaks. Some users may be able to increase the usage time, when they are more experienced with the technology. It is important to adjust the  headset is adjusted to fit the user’s head, to use lightweight headsets, and to adjust the screens are to the interpupillary distance (IPD; distance between your eyes; see FAQ on IPD). For users with vision issues error, wearing the appropriate prescription (glasses or contact lenses) under the headset is recommended. Choosing a headset (HMD) with high resolution, high image refresh rate, and short latency time is essential as Poor graphics and lags in the displayed images can cause cybersickness symptoms. Note that there are large individual variations in susceptibility to cybersickness. While the strategies listed may help reduce cybersickness when using XR technologies, they may not completely prevent cybersickness for everyone. 

Why do I get headaches after using a VR headset?

A number of factors can cause headaches when using a VR headset. The headache may be related to eye strain and fatigue caused by uncorrected vision problems, such as refractive errors, binocular vision problems, or poor stereopsis, or cybersickness. The headache may be caused by a headset that is too heavy or is poorly fitted to the user’s head, or that the lenses in the headset are not correctly adjusted for the user’s interpupillary distance (IPD is the distance between the user’s eyes). 

Is my iris registered when using XR technologies?

In some XR technologies, iris recognition can be used for identification purposes. This depends on the specific device and its intended application. When iris recognition is used, a camera will scan the user’s eye to identify who they are, rather than scan the user’s face as in Face ID. Note that an image of someone’s iris is biometric data, and any use of this information should be done in accordance with relevant privacy laws and regulations.

Is balance (postural stability) affected by XR use?

During the use of XR, the brain receives different messages between what the user sees (the visual information from your eye) and what the users’ body senses (information from your vestibular and proprioceptive system), creating a conflict. This sensory conflict can impact the user’s balance (postural stability) when using XR technologies. The large amount of information received through the virtual experience may also distract the user from maintaining balance.

How does extended reality impact my eyesight and vision?

There is no evidence that use of XR technologies can cause permanent eye and vision damage. Some users may experience eye strain and fatigue during or after use of XR. There has not been enough research on the topic, but it is likely that persons with common eye and vision problems such as refractive errors, focusing problems, or binocular vision problems are more at risk. Also, a headset that does not allow for adjustment of the inter-pupillary distance may cause eye strain and fatigue. 

What is stereopsis, and why is it important for XR?
Our eyes are positioned a few centimeters apart, (a distance between the pupils of around 5.5 to 7 cm), so each eye sees a slightly different image of the world sending this image to the brain. Stereopsis is the brain’s ability to combine these two images into one single three-dimensional (3D) image and perceive depth based on this. This is how we perceive depth and the understand where objects are in the space. Stereopsis is important for XR because it provides a more realistic and immersive experience, and hence, XR systems can offer users an experience that more closely resembles the physical world.

What is poor stereopsis, and how is it to use XR for those with poor stereopsis?
It is necessary to have good vision in both eyes and good cooperation between them to have normal stereopsis. Poor or reduced stereopsis means an individual has problems perceiving depth and distance. The reason for poor or reduced stereopsis may be linked with issues in visual development in early childhood such as, squint, strabismus or lazy eye, or other vision problems such as refractive errors and poor cooperation between the eyes.

When using XR, poor stereopsis can lead to a les immersive experience as the individual may not perceive the 3D effect as intended. Thus the XR experience may be less comfortable or pleasant for those with poor or reduced stereopsis.

What about stereopsis and seeing in 3D?
We see in 3D when we have stereopsis, which refers to the brain’s ability to perceive depth by combining the images from our two eyes into one single three-dimensional (3D) image. Without stereopsis, we cannot see 3D and the scene will look flat, like in a picture on a screen.

What is the vergence-accommodation conflict, and why is this important for XR?
Accommodation is what allows our the eyes’ to focus on different distances to see clearly. Vergence is our eyes’ ability to work together, moving inward or outward to align and focus at an object. While in the physical world, these two processes happen naturally through our neurological system, in XR, there is a mismatch between where the eyes need to focus (accommodate) and where the eyes need to point to see a single image (vergence). This is the vergence-accommodation conflict.

In XR , virtual objects appear at different distances and this causes a conflict for the eyes  which can lead to discomfort, eye fatigue, and reduced quality of the immersive experience. 

VR headsets are presenting separate images for each eye. This helps the brain perceive depth and create a 3D effect in a similar way as in the physical world. These images are shown on screens inside the headset and in a way that shows objects at different distances from the observer. The VR headset’s screens shows images that are slightly different for each eye, like what we see in the physical world, because the eyes are set apart a few centimetres. The separate virtual images in the headset make the user perceive depth in the same way as in the physical world, however, 

VR headsets cannot make the user perceive the different sharpness of objects in a scene the same way as in the physical scene. This causes a vergence-accommodation conflict that can cause problems for some individuals but not for others.

What is interpupillary distance, and why is it important for XR technologies?
Interpupillary distance (IPD) is the distance between the pupils in the two eyes, and is typically between 5.5 and 7 cm in adults. Headsets often  allow for adjustment so they properly fit each users distance. With this adjustment the image for each eye is positioned right in front of the pupils. When the IPD is correctly adjusted, the user sees with the best image quality and comfort. Specifically, users have better stereoscopic vision, reduced eye strain, and overall a more comfortable viewing experience. If not adjusted, it may cause blurred or distorted images, discomfort and eye strain, and affect the sense of immersion. It is important to note that children have smaller IPDs, and similarly, that females have smaller IPDs than males. Not all headsets allow for adjustment of smaller IPDs.

Why are regular eye examinations important when using immersive technologies?

Good vision is essential to comfortably use XR. Common vision problems may cause blurred vision, headaches, tiredness, nausea, and/or difficulties seeing in 3D. One may experience symptoms when using XR technologies, even if they do not have such symptoms in daily life. An eye examination with an optometrist will uncover any vision problems that need to be treated or corrected.

How can common (and not so common) vision issues affect the experience in XR?

Vision issues such as myopia (near-sightedness), hyperopia (long-sightedness) and astigmatism are common refractive errors that may affect humans at all ages. Presbyopia, loss of the ability to focus the eyes on near objects, it affects individuals typically after the age of 45–50 years. Users of XR with  prescription (glasses or contact lenses), are recommended to wear those when using XR technologies. Individuals who have these vision issues and use XR without wearing prescription glasses or contact lenses may experience blurred vision, headaches, tiredness, nausea, and/or difficulties seeing in 3D, even with no symptoms in daily life.  

What is a colour vision deficiency, and why is good colour vision important for XR technologies?
Most people have a “normal trichromatic colour vision”, and they can see and distinguish between plenty of colours. Some people have “colour vision deficiency” which means they may have from mild to severe problems in distinguishing colours, dependent upon the type and severity of deficiency. In XR technologies, colour is often used to categorize or distinguish objects, in such a way that the user needs to see the colour to do an action in the XR experience. For users with colour vision deficiency, in some applications there is an option in the to adjust the settings for colour vision deficient users in the XR software. These settings aim to adjust the colours to be more visible for colour vision deficient users.

Are there any accessibility tools for colour vision deficient users in XR?
For users with a colour vision deficiency, relevant accessibility tools in the settings of the XR software. These settings may give the possibility to adjust the colours on the display to be more visible for a colour vision deficient user, or may draw outlines, symbols, pattern on coloured buttons or labels, to make them more visible.

How do users without stereovision experience using a VR headset?
Without stereovision, virtual 3D content will look two-dimensional and will be experienced in the same way as on a computer screen. If the virtual scene does not require interaction from the user, the experience will feel normal, although not as rich in visual cues as if this person had stereovision. However, if the virtual scene requires using hands or controllers, such as when training for assembly tasks, surgical procedures or other high precision tasks, the user who doesnot have stereovision is likely to have disadvantages compared to a person who has stereovision. It may still be possible for a user who does not have stereovision to do the task, but it may require more energy and time. If the VR scene is a regular 2D movie or a 360-degree video, a person without stereovision will be able to have the same type of experience as a person with stereovision.

Age limits for XR technologies

The safety and suitability of XR technologies for children depend on various factors, including developmental maturity, the nature of the content, and the duration of use. While specific age recommendations can vary and research on this topic is highly limited, it is generally recognised that younger children are most susceptible to the potential negative effects of prolonged VR use, such as impacts on vision development or difficulties distinguishing between virtual experiences and real life. We also do not know what the long-term effects of sustained XR usage might be on the developing brain and psychological well-being. We suggest that parents and guardians should closely monitor their children's use of XR technologies, including setting time limits, ensuring the content is age-appropriate, and discussing experiences together to aid in understanding and contextualizing what they've encountered in virtual environments.

How can parents and educators balance the benefits and risks of XR for children?

Extended reality (XR) technologies can offer unique and engaging learning experiences that can complement traditional educational methods, providing immersive visualizations of historical events, scientific phenomena, or cultural experiences that are not easily replicated in a classroom setting or accessible to young people at all. Where the decision to use XR in children and young people has been made, it is essential to ensure that the content is age-appropriate, and the duration of use is carefully managed. Parents, guardians and educators should enforce regular breaks and monitor the total time spent in XR to mitigate potential eye strain and cognitive overload. It is also crucial to maintain an open dialogue with children about their experiences in virtual environments, helping them to differentiate between the virtual and real world and process their experiences healthily. By taking a considered, and responsible approach, XR could be safely incorporated into learning and play, ensuring children and young people reap the benefits without undue exposure to its risks.

Accessibility and inclusiveness in XR

What does accessibility in XR technologies mean?

Accessibility in XR technologies means having inclusive and interoperable virtual, augmented, and mixed-reality experiences that can be fully utilized and enjoyed by people with a wide range of abilities. This means designing XR applications in such a way that they can be experienced in multiple modes of interaction, allowing for personalization and adaptation to individual needs. For example, an XR application might offer voice commands for users who cannot use handheld controllers, or visual cues for users who are deaf or hard of hearing. To achieve this, developers need to consider the diverse ways people interact with technology and recognise the barriers that traditional interaction models in XR can pose. Through engaging with experts in XR, our project is currently working on defining best practices for XR design to ensure that XR technologies serve as a tool for empowerment rather than exclusion.

Why is accessibility important in XR?

Accessibility in XR is vital because it democratizes access to these cutting-edge technologies, ensuring that everyone, regardless of their physical or cognitive abilities, can benefit from the potentials XR offers. As these technologies become more prevalent in education, healthcare, entertainment, and the workplace, accessible design becomes essential to prevent creating new digital divides. Moreover, accessible XR technologies can foster inclusivity and empathy by enabling users to experience perspectives different from their own. For example, an XR simulation could allow individuals to experience the challenges faced by people with various disabilities, promoting understanding and awareness. By prioritizing accessibility, developers not only comply with legal and ethical standards but also tap into a wider market of users, driving innovation and creativity in designing truly universal experiences.

What types of challenges do people face in accessing XR technologies?

Accessing XR technologies can be particularly challenging for individuals from a range of backgrounds. Individuals with disabilities may struggle with the physical demands of motion controls or the sensory intensity of virtual spaces. Users with visual or hearing impairments may find it difficult to interpret visual cues or miss audio information, respectively. Additionally, the fine motor skills required for interacting with XR interfaces could exclude users with limited dexterity. The potential for motion sickness is another concern. Beyond these physical considerations, digital literacy is a critical factor; understanding how to navigate, interact with, and control the XR environment may not be straightforward for new users. The lack of standardized accessibility features and controls across various platforms exacerbates this issue, requiring users to learn different interaction paradigms for each XR experience, which can be a significant hurdle. 

Can XR help with improving accessibility?

XR could play a role in enhancing accessibility in the broader world. For example, XR applications can simulate various environments for accessibility testing, allowing designers and architects to evaluate and improve the accessibility of physical spaces before they are built. XR training programs could also help people with disabilities develop life skills in a safe and controlled virtual environment, from practicing social interactions to learning how to navigate public transportation systems. This approach could impact the confidence and independence of individuals with disabilities. XR technologies also offer unique opportunities for creating accessible educational content. For example, AR might be used to bring textbook content to life for students with dyslexia, providing visual representations that aid in understanding complex concepts. Similarly, VR could be used to create immersive learning experiences for students with conditions such as autism, offering a controlled environment where they can practice social skills or explore scenarios that might be overwhelming in the real world.

How can I contribute to making XR more accessible?

There are many ways in which individuals can contribute to the advancement of accessibility in XR and can take several impactful actions. For developers, incorporating accessibility considerations and adopting an inclusive design philosophy at the start of your project is crucial. Developers can also share their learning and successes in forums and at conferences to help raise awareness and educate others about the importance of accessibility in XR.

For non-developers, advocating for accessibility in XR technologies is equally important. This can involve supporting legislation that promotes digital accessibility, participating in user research to help developers understand the needs of people with disabilities, or simply raising awareness about the importance of accessible design in your community or workplace. 

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Policy

Virtual worlds, also referred to as metaverses, will provide opportunities as well as challenges. The Commission will ensure they reflect EU values and fundamental rights and foster innovation for businesses.