@phdthesis{Heilemann2021, type = {Master Thesis}, author = {Fiona Heilemann}, title = {Accessible hands-free input methods for a serious VR game: Development and evaluation}, url = {https://nbn-resolving.org/urn:nbn:de:bsz:900-opus4-66418}, pages = {151}, year = {2021}, abstract = {Video games have a significant influence on our time. However, lack of accessibility makes it hard for disabled gamers to play most of them. Virtual reality offers new possibilities to include people with disabilities and enable them to play games. Additionally, serious VR games provide educational benefits, such as improved memory and engagement. In this work, the accessibility problems in video games and VR applications are explored with an emphasis on serious games as well as a general lack of guidelines. An overview of existing guidelines is given. From this, a set of guidelines is derived that summarizes the relevant rules for accessible VR games. New ways to interact with VR environments come with both opportunities and challenges. This work investigates the applicability of different hands-free input methods to play a VR game. Using a serious game five focus and three activation methods were implemented exemplary with the Oculus Go. The suitability of these methods was analyzed in a pre-study that excluded head movements for controlling the game. The remaining input methods were evaluated in an explorative user study in terms of operability and ease of use.In summary, all tested methods can be used to control the game. The evaluation shows head-tracking as the preferred input method, while scanning eye-tracking and voice control were rated mediocre. In addition, the correlation between input methods and different menu types was examined, but the influence turned out to be negligible.}, language = {en} }