Related papers: Live-action Virtual Reality Games
Virtual reality (VR) glove technology is increasingly important for professional training, industrial applications, and teleoperation in hazardous environments, since it enables more natural and immersive interactions than controllers.…
Bridging the physical and digital world through interaction remains a core challenge in augmented reality (AR). Existing systems target single objects, limiting support for planning, comparison, and assembly tasks that depend on…
Extended Reality (XR) enables immersive capture and re-experience of personal memories, yet how interface representations shape these experiences remains underexplored. We examine how users relive and share XR memories through three…
Interaction in virtual reality (VR) environments is essential to achieve a pleasant and immersive experience. Most of the currently existing VR applications, lack of robust object grasping and manipulation, which are the cornerstone of…
This paper explores the use of visual effects common in video games that support a range of tasks that are similar in many ways to analysis tasks supported in visual analytics tools. While some visual effects are meant to increase…
The size of most virtual environments exceeds the tracking space available for physical walking. One solution to this disparity is to extend the available walking range by augmenting users' actual movements. However, the resulting increase…
Users readily embrace the rapid advancements in virtual reality (VR) technology within various everyday contexts, such as gaming, social interactions, shopping, and commerce. In order to facilitate transactions and payments, VR systems…
Spectating digital games can be exciting. However, due to its vicarious nature, spectators often wish to engage in the gameplay beyond just watching and cheering. To blur the boundaries between spectators and players, we propose a novel…
Animating an avatar that reflects a user's action in the VR world enables natural interactions with the virtual environment. It has the potential to allow remote users to communicate and collaborate in a way as if they met in person.…
The human hand is the main medium through which we interact with our surroundings, making its digitization an important problem. While there are several works modeling the geometry of hands, little attention has been paid to capturing…
The world is slowly moving towards everything being simulated digitally and virtually. Mixed Reality (MR) is the amalgam of the real world with virtual stimuli. It has great prospects in the future in terms of various applications…
With the emergence of Cloud computing, Internet of Things-enabled Human-Computer Interfaces, Generative Artificial Intelligence, and high-accurate Machine and Deep-learning recognition and predictive models, along with the Post Covid-19…
The sensation of self-motion is essential in many virtual reality applications, from entertainment to training, such as flying and driving simulators. If the common approach used in amusement parks is to actuate the seats with cumbersome…
In the field of Virtual Reality (VR) and Augmented Reality (AR) technologies have made huge progress during the last years and also reached the field of education. The virtuality continuum, ranging from pure virtuality on one side to the…
Telekinesis is the ability to manipulate remote objects without direct physical contact. In fictional works, telekinesis users are often depicted as controlling objects with their hands and other body parts as if by will alone. Such…
As blind and low-vision (BLV) players engage more deeply with games, accessibility features have become essential. While some research has explored tools and strategies to enhance game accessibility, the specific experiences of these…
Virtual reality (VR) produces a highly realistic simulated environment with controllable environment variables. This paper proposes a Dynamic Scene Adjustment (DSA) mechanism based on the user interaction status and performance, which aims…
In this paper, we introduce a concept called ''virtual co-embodiment'', which enables a user to share their virtual avatar with another entity (e.g., another user, robot, or autonomous agent). We describe a proof-of-concept in which two…
Augmented Reality, or simply AR, is the incorporation of information in digital format that includes live footage of a certain user's real-time environment. Also now, various universities are using Augmented Reality. Applying the technology…
As Virtual Reality (VR) games become more popular, it is crucial to understand how deceptive game design patterns manifest and impact player experiences in this emerging medium. Our study sheds light on the presence and effects of…