This paper presents a prototype that aims to make education accessible to all. The chosen learning topic focuses on youth language to overcome language barriers and create better access to society for those who are not fluent in German. The results are based on a systematic literature review and the development of a prototype tested using the BITV tests. The key findings are that accessibility should be a strategic goal set and repeatedly promoted by senior management. This way, it does not become less of a priority, which has often proven to be a weakness because the accessible elements of software are not necessarily needed for its core functions. With the insight of using an agile participation model, accessible applications can be completed in a shorter average time in the future. The project also demonstrates the importance of accessibility awareness in software development.
In this research, using an electric car as a motion platform we evaluated the user experience of motion representations in a virtual reality (VR) system. The system represents physical motion when it operates the car backward and forward with accompanying visual motion included in stereoscopic images in a head-mounted display (HMD). Image stimuli and car-based motion stimuli were prepared for three kinds of motion patterns, "starting", "stopping" and "landing", as experimental stimuli. In the experiment, pleasure and arousal were measured after each stimulus representation using the Self-Assessment Manikin (SAM), a questionnaire about emotions. Results showed that the car-based motion stimulus increased pleasure in the "landing" pattern.