Related papers: A Short Virtual Reality Mindfulness Meditation Tra…
Virtual reality (VR) is widely used for procedural medical training, yet most simulators emphasize realism while providing limited formative feedback. We examine how gamification affects performance, workload, and experiential quality in VR…
Training students in basic concepts of physics, such as the ones related to mass, volume, or density, is much more complicated than just stating the underlying definitions and laws. One of the reasons for this is that most students have…
Objective: The study examined the effects of varying all three core elements of cognitive load on learning efficiency during a shape assembly task in virtual reality (VR). Background: Adaptive training systems aim to improve learning…
This study investigates the feasibility of remote virtual reality (VR) studies conducted at home using VR headsets and video conferencing by deploying an experiment on emotion ratings. 20 participants used head-mounted displays to immerse…
This paper presents an innovative pseudo-haptic model for weight simulation in virtual reality (VR) environments. By integrating visual feedback with voluntary exerted force through a passive haptic glove, the model creates haptic illusions…
Users of Virtual Reality (VR) systems often experience vection, the perception of self-motion in the absence of any physical movement. While vection helps to improve presence in VR, it often leads to a form of motion sickness called…
With the rapid progress in virtual reality (VR) technology, the scope of VR applications has greatly expanded across various domains. However, the superiority of VR training over traditional methods and its impact on learning efficacy are…
Immersive virtual reality (VR) enables controlled tests of how emotional context distorts subjective time, yet findings remain mixed. Fifty-seven adults explored three five-minute VR environments (tranquil garden, neutral room, threatening…
VR has recently been promoted as a tool for knowledge workers and studies have shown that it has the potential to improve knowledge work. However, studies on its prolonged use have been scarce. A prior study compared working in VR for one…
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…
World models aim to understand, remember, and predict dynamic visual environments, yet a unified benchmark for evaluating their fundamental abilities remains lacking. To address this gap, we introduce MIND, the first open-domain closed-loop…
Recent advances in immersive technology have opened new possibilities in sports training, especially for activities requiring precise motor skills, such as tennis. In this paper, we present a virtual reality (VR) tennis training system…
Augmented Reality is the fusion of virtual components and our real surroundings. The simultaneous visibility of generated and natural objects often requires users to direct their selective attention to a specific target that is either real…
Virtual Reality (VR) has made significant strides, offering users a multitude of ways to interact with virtual environments. Each sensory modality in VR provides distinct inputs and interactions, enhancing the user's immersion and presence.…
Virtual reality exposure therapy (VRET) enables controlled exposure to trauma-related stimuli to facilitate memory access and emotional processing. However, the field remains underexplored for complex post-traumatic stress disorder…
In our research, we attempt to help people recognize their brain state of concentration or relaxation more conveniently and in real time. Considering the inconvenience of wearing traditional multiple electrode electroencephalographs, we…
Virtual Reality (VR) has been a beneficial training tool in fields such as advanced manufacturing. However, users may experience a high cognitive load due to various factors, such as the use of VR hardware or tasks within the VR…
Measuring presence is critical to improving user involvement and performance in Mixed Reality (MR). \emph{Presence}, a crucial aspect of MR, is traditionally gauged using subjective questionnaires, leading to a lack of time-varying…
Cognitive training has shown promising results for delivering improvements in human cognition related to attention, problem solving, reading comprehension and information retrieval. However, two frequently cited problems in cognitive…
This paper presents a Virtual Reality (VR) art therapy known as "Break Times" which aims to enhance students' mental well-being and foster creative expression. The proposed "Break Times" application mimics the art therapy sessions in the VR…