Related papers: Streaming Virtual Reality Content
360-degree streaming videos can provide a rich immersive experiences to the users. However, it requires an extremely high bandwidth network. One of the common solutions for saving bandwidth consumption is to stream only a portion of video…
Online streaming is an emerging market that address much attention. Assessing gaming skills from videos is an important task for streaming service providers to discover talented gamers. Service providers require the information to offer…
Using virtual reality (VR) head-mounted displays (HMDs) can induce VR sickness. VR sickness can cause strong discomfort, decrease users' presence and enjoyment, especially in games, shorten the duration of the VR experience, and can even…
Virtual Reality (VR) technology has become increasingly popular in recent years as a key enabler of the Metaverse. VR applications have unique characteristics, including the revolutionized human-computer interaction mechanisms, that…
Virtual reality (VR) development relies on game engines to provide real-time rendering, physics simulation, and interaction systems. Among the most widely used game engines, Unreal Engine and Unity dominate the industry, offering distinct…
Various industries have widely adopted Virtual Reality (VR) and Augmented Reality (AR) technologies to enhance productivity and user experiences. However, their integration introduces significant security challenges. This systematic…
The use of emerging technologies like Virtual Reality (VR) in therapeutic settings has increased in the past few years. By incorporating VR, a mental health condition like depression can be assessed effectively, while also providing…
Optical see-though head-mounted displays (OST HMDs) are one of the key technologies for merging virtual objects and physical scenes to provide an immersive mixed reality (MR) environment to its user. A fundamental limitation of HMDs is,…
We are experiencing an upcoming trend of using head mounted display systems in games and serious games, which is likely to become an established practice in the near future. While these systems provide highly immersive experiences, many…
Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches demand an accurately-labeled, real-world, and diverse dataset for high accuracy and generalizability. As a starting point to…
The virtual reality (VR) provides us a three-dimensional, immersive, and fully interactive visualization environment. To make the best use of the VR's potential in scientific visualization, a VR visualization software named VFIVE has been…
This paper proposed a new interaction paradigm in the virtual reality (VR) environments, which consists of a virtual mirror or window projected onto a virtual surface, representing the correct perspective geometry of a mirror or window…
Immersiveness is the main characteristic of Virtual Reality(VR) applications. Precise integration between hardware design and software are necessary for providing a seamless virtual experience. Allowing the user to navigate the VR scene…
The boom of commercial social virtual reality (VR) platforms in recent years has signaled the growth and wide-spread adoption of consumer VR. Social VR platforms draw aspects from traditional 2D virtual worlds where users engage in various…
In this article, we are going to review a brief history of the field of Virtual Reality (VR), VR systems, and applications and discuss how they evolved. After that, we will familiarize ourselves with the essential components of VR…
Environmental citizen science frequently relies on experience-based assessment, however volunteers are not trained to make qualitative judgments. Embodied learning in virtual reality (VR) has been explored as a way to train behavior, but…
Virtual Reality (VR) is seeing increased adoption across many fields. The field of experimental cognitive science is also testing utilization of the technology combined with physiological measures such as electroencephalography (EEG) and…
Virtual reality (VR) headsets provide an immersive, stereoscopic visual experience, but at the cost of blocking users from directly observing their physical environment. Passthrough techniques are intended to address this limitation by…
In most VR experiences, the visual sense dominates other modes of sensory input, encouraging non-visual senses to respond as if the visual were real. The simulated visual world thus becomes a sort of felt actuality, where the 'actual'…
The application of Virtual Reality Environments (VRE) has been gaining momentum as a relatively new tool to assist with mitigating various difficulties including abstractness of concepts, lack of user engagement, perception of disconnection…