VR is one of the current hot technology topics in education, and it's starting to be used in business training too.
The video: Accessibility and VR: Accessibility Basics and How They Relate to VR by Brian Van Buren is at the end of this post.
This is worth the time (The video runs 43:31) if you have any interest in accessibility in gaming and especially VR (and AR/MR). Brian is talking to an audience that I assume is predominantly VR designers, so some of the talk is technical, but most of it is to help the designers understand accessibility issues.
I found it helpful because it expanded my thinking about accessibility into the gaming environment which is starting to show in K-12 and higher education. Brian makes the connection to ADA and Section 508. He points out that Section 508 is for government purchase of technology and so anyone hoping to sell VR products to governments needs to make the product accessible. He points out that while Section 508 is a US law other countries have similar legislation. What he doesn't reference is VR as starting to move into academic settings and the need to meet both ADA and Section 504.
Brian cites an projection that by 2024 VR will be a $120 billion industry, and he indicates that may be optimistic, but still...
My favorite line comes at the end, in Brian's final final thoughts where he says -- and it's on the slide:
"Thinking about accessibility makes you a better designer: designing for accessibility creates a better product"