Related papers: Notes on Pervasive Virtuality
The Metaverse refers to a virtual-physical blended space in which multiple users can concurrently interact with a unified computer-generated environment and other users, which can be regarded as the next significant milestone of the current…
This article is based on studies of the existing literature, focusing on the states-of-the-arts on virtual reality (VR) and its potential uses in learning. Different platforms have been used to improve the learning effects of VR that offers…
Technology-sustained pervasive games, contrary to technology-supported pervasive games, can be understood as computer games interfacing with the physical world. Pervasive games are known to make use of 'non-standard input devices' and with…
With the advancement of virtual reality (VR) technology, virtual displays have become integral to how museums, galleries, and other tourist destinations present their collections to the public. However, the current lack of immersion in…
This paper addresses the concept of materiality in virtual environments, which we define as being composed of objects that can influence user experience actively. Such virtual materiality is closely related to its physical counterpart,…
The proliferation and refinement of affordable virtual reality (VR) technologies and wearable sensors have opened new frontiers in cognitive and behavioral neuroscience. This chapter offers a broad overview of VR for anyone interested in…
This chapter gives an overview of interaction techniques for mixed reality including augmented and virtual reality (AR/VR). Various modalities for input and output are discussed. Specifically, techniques for tangible and surface-based…
In recent years there has been a strong development of the concept of virtual reality (VR) which from the first video games developed in the 60s has reached the current immersive systems. VR and the consequent deception of perception pose…
Mixed Reality (MR) is a powerful interactive technology that yields new types of user experience. We present a semantic based interactive MR framework that exceeds the current geometry level approaches, a step change in generating…
What is after presence? Spatial presence, the sense of "being there", is becoming less of a primary objective and more of a baseline expectation of virtual reality. More than six decades after its invention, VR is shifting from a technical…
Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile…
Any media experience must be fully inclusive and accessible to all users regardless of their ability. With the current trend towards immersive experiences, such as Virtual Reality (VR) and 360-degree video, it becomes key that these…
Immersive technologies are capable of transporting people to distant or inaccessible environments that they might not otherwise visit. Practitioners and researchers alike are discovering new ways to replicate and enhance existing tourism…
The advent of the Metaverse concept has further expedited the evolution of haptic, tactile internet, and multimedia applications with their VR/AR/XR services, and therefore, fully-immersive sensing is most likely to define the next…
Virtualization is gaining attraction in the industry as it promises a flexible way to integrate, manage, and re-use heterogeneous software components with mixed-criticality levels, on a shared hardware platform, while obtaining isolation…
With the growing integration of smartphones into our daily lives, and their increased ease of use, mobile games have become highly popular across all demographics. People listen to music, play games or read the news while in transit or…
Evaluating the user experience of a software system is an essential final step of every research. Several concepts such as flow, affective state, presences, or immersion exist to measure user experience. Typical measurement techniques…
Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative…
This paper makes the case that a powerful new discipline, which we term perception engineering, is steadily emerging. It follows from a progression of ideas that involve creating illusions, from historical paintings and film, to video games…
The virtuality continuum describes the degrees of positive virtuality under the umbrella term mixed reality. Besides adding virtual information within a mixed environment, diminished reality aims at reducing real world information. Mann…