Thursday, April 13, 2017

Nia Week 5 - Literature Review

Real Life Access to 'Second Life" Worlds: The Potential, the Problems and the Possibilities for a Barrier-Free Future.
Web 2.0 has evolved dramatically with internet users collaborating, creating and sharing their experience using a variety of media platforms. With this rich variety of online tools and platforms it provides accessibility to some users with access to the Internet but not all. Moreover, the digital age allows opportunities for users with disabilities to transcend the limitations of real life in virtual spaces. This may sound positive, however it is important to note that there can be barriers insomuch as, “further disadvantage by way of social, physical, sensory and technological issues.” (Wood, 2009) 
According to Wood (2009), “…this study describes the potential of Web 2.0 as a narrative space for those who are isolated in real life, outlines the current accessibility problems imposed by Web 2.0 technologies and explores possible approaches for addressing the identified barriers to accessibility.”
This study was divided into three main sections related to accessibility, Web 1.0 sites, Web 2.0 applications and 3D Virtual Worlds. It is important to mention that there is a World Wide Web Consortium which is responsible for Web Content Accessibility Guidelines (WCAG). Wood (2009) uses this as somewhat a framework to distinguish the accessibility standard within each Web phenomenon.
The results determined Web 1.0 as having lower than anticipated accessibility standards within the WCAG guideline. Web 2.0 in comparison is satisfactory however with the changing facets of technologies on the Web and user-generated platforms, the accessibility standard must also change and meet this changing face of the Web. Finally, 3D Virtual Worlds presents to be particularly beneficial for users with disabilities such as the Second Life group ‘Wheelies’ that is created as a disability friendly environment. However, barriers in forms of sensory and cognitive impairment have yet to be accepted and continue deniability insofar as participation within Virtual Worlds.
Furthermore this study provides some solutions with accessibility, such as a universal design and a need for a design for all. As Wood (2009) explains this movement needs, “increasing awareness of the importance of equality of access to information services, the passing of legislation in various countries making accessibility of Web sites a legal requirement, and the establishment of The World Wide Web Consortium’s Web Accessibility Guidelines…using an inclusive or universal design approach.” It is not to say there is not any form of awareness or step towards this movement. This can be evident in YouTube caption option and Google’s varied services including audio indexing however for there to be governed protocol and format into full accessibility is yet to be produced and implemented.
As a discussion this study brings into light the need for a universal design for online accessibility for all. As Web 1.0 pointed out it transmitted some limitations that were evident in real life. Moving towards Web 2.0 the issue for full accessibility became aware and legislation and guidelines were implemented to support this notion. Furthermore, at present 3D Virtual Worlds have evolved dramatically and technologically which can prove to be limiting in itself for full accessibility however, as mentioned in this study this idea can be improved. This can be a challenge for the future however awaiting the future developments this study can provide some important insight into harnessing user-generated communities to empower this notion for full accessibility and create or recreate worlds that support this notion.
Reference
Wood, D. (2009). Real life access to “second life” worlds: The potential, the problems and the possibilities for a barrier-free future. The International Journal of Diversity in Organisations, Communities and Nations. University of South Australia. (8). 6.

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