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Large curved displays inside Virtual Reality environments are becoming popular for visualizing high-resolution content during analytical tasks, gaming or entertainment. Prior research showed that such displays provide a wide field of view…
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…
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 allows creating highly immersive visual and auditory experiences, making users feel physically present in the environment. This makes it an ideal platform to simulate dangerous scenarios, including fire evacuation, and study…
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…
The main aim of our study was to analyse the effects of a virtual environment on social conformity, with particular attention to the effects of different types of task and psychological variables on social influence, on one side, and to the…
Vision-Language Models (VLMs) are trained on vast amounts of data captured by humans emulating our understanding of the world. However, known as visual illusions, human's perception of reality isn't always faithful to the physical world.…
Incorporating accurate physics-based simulation into interactive design tools is challenging. However, adding the physics accurately becomes crucial to several emerging technologies. For example, in virtual/augmented reality (VR/AR) videos,…
We present a study of student learning through the use of virtual reality. A software package is used to introduce concepts of special relativity to students in a game-like environment where users experience the effects of travelling at…
This paper addresses a new virtual try-on problem of fitting any size of clothes to a reference person in the image domain. While previous image-based virtual try-on methods can produce highly natural try-on images, these methods fit the…
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'…
Understanding how people explore immersive virtual environments is crucial for many applications, such as designing virtual reality (VR) content, developing new compression algorithms, or learning computational models of saliency or visual…
Mixed Reality (MR) allows users to interact with digital objects in a physical environment, but several limitations have hampered widespread adoption. Physiologically adaptive systems detecting user's states can drive interaction and…
It is difficult to conduct training and evaluate workers' postural performance by using the actual job site environment due to safety concerns. Virtual reality (VR) provides an alternative to create immersive working environments without…
By comparing biological and artificial perception through the lens of illusions, we highlight critical differences in how each system constructs visual reality. Understanding these divergences can inform the development of more robust,…
Virtual and augmented reality communication platforms are seen as promising modalities for next-generation remote face-to-face interactions. Our study attempts to explore non-verbal communication features in relation to their conversation…
By situating computer-generated content in the physical world, mobile augmented reality (AR) can support many tasks that involve effective search and inspection of physical environments. Currently, there is limited information regarding the…
This investigation examined the relationships among scene complexity, workload, presence, and cybersickness in virtual reality (VR) environments. Numerous factors can influence the overall VR experience, and existing research on this matter…
The perceived similarity between objects has often been attributed to their physical and conceptual features, such as appearance and animacy, and the theoretical framework of object space is accordingly conceived. Here, we extend this…
The last two decades have seen the emergence and steady development of tangible user interfaces. While most of these interfaces are applied for input - with output still on traditional computer screens - the goal of programmable matter and…