INCLUDERE: An Immersive Experience that Transforms Perceptions of Inclusion
Resumo
Building virtual environments that truly foster empathy is challenging, because designers must deliver persuasive first-person perspective-taking without reinforcing stereotypes, inducing cybersickness, or exceeding the tight thermal envelope of standalone headsets. Although many studies have proposed VR simulations that embody one specific disability—e.g. blindness, wheelchair use, or autism—no prior work, to our knowledge, chains multiple heterogeneous impairments into a single, culturally grounded narrative optimized for untethered mobile VR. INCLUDERE addresses this gap by offering a six-minute journey whose overarching goal is to let visitors inhabit, rather than merely observe, the spatial, sensory and social frictions that shape disabled life in Brazil. The experience unfolds through six metaphor-driven vignettes (autism, dwarfism, visual, motor and hearing impairments, plus an intersectional finale), each pairing a tailored interaction mechanic with stylised volumetric live-action footage that sustains real-time FPS (frames per second) on Meta Quest headsets. This paper makes three contributions. We introduce a design grammar for chaining heterogeneous disability simulations into a coherent empathic arc while mitigating cybersickness and “empathy fatigue”. We detail a content-first technical stack that blends hand-tracking and adaptive vignette masks inside the strict performance envelope of mobile VR. We report a contractor-focused qualitative evaluation—encompassing museum curators, NGO advocates and corporate sponsors—that surfaces operational constraints and ethical sensitivities rarely captured in laboratory studies. Early feedback highlights strong emotional resonance, praises the Libras–caption pairing as a concrete act of inclusivity, and calls for an optional comfort mode to reduce physical fatigue. By weaving multiple embodiments into a single, culturally resonant narrative, INCLUDERE positions VR not as spectacle but as a tool for civic reflection.
Palavras-chave:
Virtual reality, Empathy, Accessibility, Inclusive design, Immersive narrative
Referências
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S. J. G. Ahn, J. Bostick, E. Ogle, K. L. Nowak, K. T. McGillicuddy, and J. N. Bailenson. Experiencing nature: Embodying animals in immersive virtual environments increases inclusion of nature in self and involvement with nature. Journal of Computer-Mediated Communication, 21, 399–419, 2016.
C. Zorzi, A. Covaci, and G. Marcelli. Using virtual reality to complement traditional wheelchair skills training methods: A literature review. Applied Sciences, 15(1), 2024.
M. Slater and M. V. Sanchez-Vives. Enhancing our lives with immersive virtual reality. Frontiers in Robotics and AI, 3, 74, 2016.
T. C. Peck, S. Seinfeld, S. M. Aglioti, and M. Slater. Putting yourself in the skin of a black avatar reduces implicit racial bias. Consciousness and Cognition, 22(3), 779–787, 2013.
D. Banakou, P. D. Hanumanthu, and M. Slater. Virtual embodiment of white people in a black virtual body leads to a sustained reduction in their implicit racial bias. Frontiers in Human Neuroscience, 10, 601, 2016.
J. Rueda and F. Lara. Virtual reality and empathy enhancement: Ethical aspects. Frontiers in Robotics and AI, 7, 506984, 2020.
G. Zwlinski, D. Kaminska, L. Pinto-Coelho, R. E. Haamer, R. Raposo, and M. Vairinhos. Visual impairments simulation in virtual reality as an empathy booster. Virtual Reality, 29(2), 75, 2025.
C. Wilding, K. Young, C. Cummins, C. Bowler, T. Dean, A. Lakhani, and I. Blackberry. Virtual reality to foster empathy in disability workers: A feasibility study during COVID-19. Journal of Applied Research in Intellectual Disabilities, 36(1), 132–142, 2023.
C.-C. Yeh and Y.-R. Meng. Effectiveness of virtual reality social skills training for students with autism and social difficulties observed through behavior and brain waves. Applied Sciences, 15(9), 4600, 2025.
T. N. C. de Oliveira and M. A. F. Rodrigues. Porting and enhancing a mental health narrative game for VR: Redesign insights and new features for the Meta Quest platform. Proceedings of the 25th Symposium on Virtual and Augmented Reality, 96–104, 2023.
A. Coronado, S. Carvalho, and L. Berretta. Game accessibility: Adaptation of a digital escape room game to improve spatial cognitive skills on blind people. Proceedings of the 25th Symposium on Virtual and Augmented Reality, 174–182, 2023.
J. Dudley, L. Yin, V. Garaj, and P. O. Kristensson. Inclusive immersion: A review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse. Virtual Reality, 27(4), 2989–3020, 2023.
J. Jerald. The VR Book: Human-Centered Design for Virtual Reality. Morgan & Claypool, 2015.
Meta Platforms Inc. Hands – Design Guidelines. 2025. Accessed 11 May 2025.
T. J. Cahill and J. J. Cummings. Effects of congruity on the state of user presence in virtual environments: Results from a breaching experiment. Frontiers in Virtual Reality, 4, 1048812, 2023.
C. Jicol, C. Clarke, E. Tor, R. M. Dakin, T. C. Lancaster, S. T. Chang, K. Petrini, E. O’Neill, M. J. Proulx, and C. Lutteroth. Realism and field of view affect presence in VR but not the way you think. Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 1–17, 2023.
V. Braun and V. Clarke. Reflecting on reflexive thematic analysis. Qualitative Research in Sport, Exercise and Health, 11(4), 589–597, 2019.
S. J. G. Ahn, J. Bostick, E. Ogle, K. L. Nowak, K. T. McGillicuddy, and J. N. Bailenson. Experiencing nature: Embodying animals in immersive virtual environments increases inclusion of nature in self and involvement with nature. Journal of Computer-Mediated Communication, 21, 399–419, 2016.
C. Zorzi, A. Covaci, and G. Marcelli. Using virtual reality to complement traditional wheelchair skills training methods: A literature review. Applied Sciences, 15(1), 2024.
M. Slater and M. V. Sanchez-Vives. Enhancing our lives with immersive virtual reality. Frontiers in Robotics and AI, 3, 74, 2016.
T. C. Peck, S. Seinfeld, S. M. Aglioti, and M. Slater. Putting yourself in the skin of a black avatar reduces implicit racial bias. Consciousness and Cognition, 22(3), 779–787, 2013.
D. Banakou, P. D. Hanumanthu, and M. Slater. Virtual embodiment of white people in a black virtual body leads to a sustained reduction in their implicit racial bias. Frontiers in Human Neuroscience, 10, 601, 2016.
J. Rueda and F. Lara. Virtual reality and empathy enhancement: Ethical aspects. Frontiers in Robotics and AI, 7, 506984, 2020.
G. Zwlinski, D. Kaminska, L. Pinto-Coelho, R. E. Haamer, R. Raposo, and M. Vairinhos. Visual impairments simulation in virtual reality as an empathy booster. Virtual Reality, 29(2), 75, 2025.
C. Wilding, K. Young, C. Cummins, C. Bowler, T. Dean, A. Lakhani, and I. Blackberry. Virtual reality to foster empathy in disability workers: A feasibility study during COVID-19. Journal of Applied Research in Intellectual Disabilities, 36(1), 132–142, 2023.
C.-C. Yeh and Y.-R. Meng. Effectiveness of virtual reality social skills training for students with autism and social difficulties observed through behavior and brain waves. Applied Sciences, 15(9), 4600, 2025.
T. N. C. de Oliveira and M. A. F. Rodrigues. Porting and enhancing a mental health narrative game for VR: Redesign insights and new features for the Meta Quest platform. Proceedings of the 25th Symposium on Virtual and Augmented Reality, 96–104, 2023.
A. Coronado, S. Carvalho, and L. Berretta. Game accessibility: Adaptation of a digital escape room game to improve spatial cognitive skills on blind people. Proceedings of the 25th Symposium on Virtual and Augmented Reality, 174–182, 2023.
J. Dudley, L. Yin, V. Garaj, and P. O. Kristensson. Inclusive immersion: A review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse. Virtual Reality, 27(4), 2989–3020, 2023.
J. Jerald. The VR Book: Human-Centered Design for Virtual Reality. Morgan & Claypool, 2015.
Meta Platforms Inc. Hands – Design Guidelines. 2025. Accessed 11 May 2025.
T. J. Cahill and J. J. Cummings. Effects of congruity on the state of user presence in virtual environments: Results from a breaching experiment. Frontiers in Virtual Reality, 4, 1048812, 2023.
C. Jicol, C. Clarke, E. Tor, R. M. Dakin, T. C. Lancaster, S. T. Chang, K. Petrini, E. O’Neill, M. J. Proulx, and C. Lutteroth. Realism and field of view affect presence in VR but not the way you think. Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 1–17, 2023.
V. Braun and V. Clarke. Reflecting on reflexive thematic analysis. Qualitative Research in Sport, Exercise and Health, 11(4), 589–597, 2019.
Publicado
30/09/2025
Como Citar
PERES, Tati; PERES, Fabiana; NUNES, Fátima; TEIXEIRA, João Marcelo.
INCLUDERE: An Immersive Experience that Transforms Perceptions of Inclusion. In: SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 27. , 2025, Salvador/BA.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
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p. 523-531.
