Related papers: The Heat is On: Exploring User Behaviour in a Mult…
As more people work from home or during travel, new opportunities and challenges arise around mobile office work. On one hand, people may work at flexible hours, independent of traffic limitations, but on the other hand, they may need to…
Virtual Reality (VR) and Augmented Reality (AR) tools have been applied in all engineering fields in order to avoid the use of physical prototypes, to train in high-risk situations, and to interpret real or simulated results. In order to…
We propose augmenting immersive telepresence by adding a virtual body, representing the user's own arm motions, as realized through a head-mounted display and a 360-degree camera. Previous research has shown the effectiveness of having a…
As collaborative robots enter industrial shop floors, logistics, and manufacturing, rapid and flexible evaluation of human-machine interaction has become more important. The availability of consumer headsets for virtual and augmented…
Sexual harassment has been recognized as a significant social issue. In recent years, the emergence of harassment in social virtual reality (VR) has become an important and urgent research topic. We employed a mixed-methods approach by…
Virtual Reality (VR) museums provide immersive visiting experiences. Despite growing efforts in VR museum design optimization, limited research addresses its efficacy for older adults. We sought to investigate the challenges of and…
Virtual content in Augmented Reality (AR) applications can be constructed according to the designer's requirements, but real environments, are difficult to be accurate control or completely reproduce. This makes it difficult to prototype AR…
An adventure at engineering design and modeling is possible with a Virtual Reality Environment (VRE) that uses multiple computer-generated media to let a user experience situations that are temporally and spatially prohibiting. In this…
In this study, we compare the virtual and real gait parameters to investigate the effect of appearances of embodied avatars and virtual reality experience on gait in physical and virtual environments. We developed a virtual environment…
Network designers, planners, and security professionals increasingly rely on large-scale virtual testbeds to emulate networks and make decisions about real-world deployments. However, there has been limited research on how well these…
Affect and cognitive load influence many user behaviors. In this paper, we propose Motion as Emotion, a novel method that utilizes fine differences in hand motion to recognise affect and cognitive load in virtual reality (VR). We conducted…
There have been a resurge lately on virtual therapy and other virtual- and tele-medicine services due to the new normal of practicing 'shelter at home'. In this paper, we propose a creative drawing game for virtual therapy and investigate…
Most existing robot simulators prioritize rigid-body dynamics and photorealistic rendering, but largely neglect the thermally and optically complex phenomena that characterize real-world fire environments. For robots envisioned as future…
Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the major hypotheses for the cause of cybersickness. In this paper, we conducted a two-week-long experiment to…
Pedestrian safety is a critical public health priority, with pedestrian fatalities accounting for 18% of all U.S. traffic deaths in 2022. The rising prevalence of distracted walking, exacerbated by mobile device use, poses significant risks…
We conducted a field study at a K-12 private school in the suburbs of Melbourne, Australia. The data capture contained two elements: First, a 5-month longitudinal field study In-Gauge using two outdoor weather stations, as well as indoor…
Presence in virtual reality (VR), the subjective sense of "being there" in a virtual environment, is notoriously difficult to measure. Electroencephalography (EEG) may offer a promising, unobtrusive means of assessing a user's momentary…
Digital platforms increasingly support collective action initiatives, yet coordinating geographically dispersed users through digital interfaces remains challenging, particularly in threshold settings where success requires critical mass…
In this paper, we present a set of simulation models to more realistically mimic the behaviour of users reading messages. We propose a User Behaviour Model, where a simulated user reacts to a message by a flexible set of possible reactions…
Human-robot collaboration enables highly adaptive co-working. The variety of resulting workflows makes it difficult to measure metrics as, e.g. makespans or idle times for multiple systems and tasks in a comparable manner. This issue can be…