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Virtual reality interview simulator (VRIS) provides an effective and manageable approach for candidates prone to being very nervous during interviews, yet, the major anxiety-inducing elements remain unknown. During an interview, the anxiety…
Social VR has increased in popularity due to its affordances for rich, embodied, and nonverbal communication. However, nonverbal communication remains inaccessible for blind and low vision people in social VR. We designed accessible cues…
Haptic feedback provides an essential sensory stimulus crucial for interaction and analyzing three-dimensional spatio-temporal phenomena on surface visualizations. Given its ability to provide enhanced spatial perception and scene…
We present HARP (HAnd Reconstruction and Personalization), a personalized hand avatar creation approach that takes a short monocular RGB video of a human hand as input and reconstructs a faithful hand avatar exhibiting a high-fidelity…
Traditional medical training faces challenges like ethical concerns, safety risks, and high costs. VR technology offers a promising solution but is limited by low complexity and lack of tactile feedback. This paper presents a cost-effective…
This paper represents a pilot study examining learners who are new to computer science (CS). Subjects are taught to program in one of two virtual reality (VR) applications developed by the researcher that use interactable objects…
This work compares three locomotion techniques for an immersive VR environment: two different types of teleporting (with and without animation) and a manual (joystick-based) technique. We tested the effect of these techniques on visual…
Achieving successful robotic manipulation is an essential step towards robots being widely used in industry and home settings. Recently, many learning-based methods have been proposed to tackle this challenge, with imitation learning…
Volume Rendering applications require sophisticated user interaction for the definition and refinement of transfer functions. Traditional 2D desktop user interface elements have been developed to solve this task, but such concepts do not…
People often interact with their surroundings by applying pressure with their hands. While hand pressure can be measured by placing pressure sensors between the hand and the environment, doing so can alter contact mechanics, interfere with…
We present RealPen, an augmented stylus for capacitive tablet screens that recreates the physical sensation of writing on paper with a pencil, ball-point pen or marker pen. The aim is to create a more engaging experience when writing on…
This study explores integrating sign language into virtual reality (VR) by examining the comprehensibility and user experience of viewing American Sign Language (ASL) videos captured with body-mounted 360-degree cameras. Ten participants…
Immersive Virtual Reality typically requires a head-mounted display (HMD) to visualize the environment and hand-held controllers to interact with the virtual objects. Recently, many applications display full-body avatars to represent the…
OBJECTIVE: To evaluate the efficacy of different forms of virtual reality (VR) treatments as either immersive virtual reality (IVR) or non-immersive virtual reality (NIVR) in comparison to conventional therapy (CT) in improving physical and…
Drawing tools for Virtual Reality (VR) enable users to model 3D designs from within the virtual environment itself. These tools employ sketching and sculpting techniques known from desktop-based interfaces and apply them to hand-based…
Improving object manipulation skills through hand-object interaction exercises is crucial for rehabilitation. Despite limited healthcare resources, physical therapists propose remote exercise routines followed up by remote monitoring.…
Virtual reality (VR) users often encounter interruptions, posing challenges to maintaining real-world awareness during immersive experiences. The Passthrough feature in VR headsets allows users to view their physical surroundings without…
The amount of interest in Virtual Reality (VR) research has significantly increased over the past few years, both in academia and industry. The release of commercial VR Head-Mounted Displays (HMDs) has been a major contributing factor.…
This research aims to examine the effects of various vibrotactile feedback techniques on gait (i.e., walking patterns) in virtual reality (VR). Prior studies have demonstrated that gait disturbances in VR users are significant usability…
An avatar mirroring the user's movement is commonly adopted in Virtual Reality(VR). Maintaining the user-avatar movement consistency provides the user a sense of body ownership and thus an immersive experience. However, breaking this…