Related papers: A Comparative Analysis of Virtual Reality Head-Mou…
Virtual Reality (VR) has an increasing impact on the market in many fields, from education and medicine to engineering and entertainment, by creating different applications that replicate or in the case of augmentation enhance real-life…
Context: Software engineering is becoming more and more distributed. Developers and other stakeholders are often located in different locations, departments, and countries and operating within different time zones. Most online software…
Virtual environments (VEs) offer potential benefits to health and safety training: exposure to dangerous (virtual) environments; the opportunity for experiential learning; and a high level of control over the training, in that aspects can…
Hand tracking has become an integral feature of recent generations of immersive virtual reality head-mounted displays. With the widespread adoption of this feature, hardware engineers and software developers are faced with an exciting array…
Human sensory processing is sensitive to the proximity of stimuli to the body. It is therefore plausible that these perceptual mechanisms also modulate the detectability of content in VR, depending on its location. We evaluate this in a…
Virtual reality (VR) offers the promise of an infinite office and remote collaboration, however, existing interactions in VR do not strongly support one of the most essential tasks for most knowledge workers, reading. This paper presents…
Interactive volume visualization using a mixed reality (MR) system helps provide users with an intuitive spatial perception of volumetric data. Due to sophisticated requirements of user interaction and vision when using MR head-mounted…
Poor social skills in autism spectrum disorder (ASD) are associated with reduced independence in daily life. Current interventions for improving the social skills of individuals with ASD fail to represent the complexity of real-life social…
Mobile virtual reality (VR) head mounted displays (HMD) have become popular among consumers in recent years. In this work, we demonstrate real-time egocentric hand gesture detection and localization on mobile HMDs. Our main contributions…
VR devices have recently been actively promoted as tools for knowledge workers and prior work has demonstrated that VR can support some knowledge worker tasks. However, only a few studies have explored the effects of prolonged use of VR…
The intricate design of real complex injection molds poses significant challenges. Mold design vali-dation often falls to operators with tool-handling experience but limited CAD proficiency. Unlike other industries, the scale and costs of…
Visual Place Recognition (VPR) has been a subject of significant research over the last 15 to 20 years. VPR is a fundamental task for autonomous navigation as it enables self-localization within an environment. Although robots are often…
Metaverse learning environments allow for a seamless and intuitive transition between activities compared to Virtual Reality (VR) learning environments, due to their interconnected design. The design of VR scenes is important for creating…
Virtual reality (VR) has seen increased use for training and instruction. Designers can enable VR users to gain insights into their own performance by visualizing telemetry data from their actions in VR. Our ability to detect patterns and…
Battery life is an increasingly urgent challenge for today's untethered VR and AR devices. However, the power efficiency of head-mounted displays is naturally at odds with growing computational requirements driven by better resolution,…
Physical rehabilitation plays a crucial role in restoring functional abilities, but traditional approaches often face challenges in terms of cost, accessibility, and personalized monitoring. Asynchronous physical rehabilitation has gained…
Ergonomic efficiency is essential to the mass and prolonged adoption of VR/AR experiences. While VR/AR head-mounted displays unlock users' natural wide-range head movements during viewing, their neck muscle comfort is inevitably compromised…
Virtual Reality (VR) sickness commonly known as cybersickness is one of the major problems for the comfortable use of VR systems. Researchers have proposed different approaches for predicting cybersickness from bio-physiological data (e.g.,…
With the commercialization of virtual/augmented reality (VR/AR) devices, there is an increasing interest in combining immersive and non-immersive devices (e.g., desktop computers) for asymmetric collaborations. While such asymmetric…
Adaptive Virtual Reality (VR) systems have the potential to enhance training and learning experiences by dynamically responding to users' cognitive states. This research investigates how eye tracking and heart rate variability (HRV) can be…