Related papers: Isness: Using Multi-Person VR to Design Peak Mysti…
Virtual reality (VR) technology can be used to treat anxiety symptoms and disorders. However, most VR interventions for anxiety have been therapist guided rather than self-guided. This systematic review aimed to examine the effectiveness…
Virtual, Augmented, and eXtended Reality (VR/AR/XR) technologies are increasingly recognized for their applications in training, diagnostics, and psychological research, particularly in high-risk and highly regulated environments. In this…
Extensive research has examined presence and basic psychological needs (drawing on Self-Determination Theory) in digital media. While prior work offers hints of potential connections, we lack a systematic account of whether and how distinct…
Technological advancements have undoubtedly revolutionized various aspects of human life, altering the ways we perceive the world, engage with others, build relationships, and conduct our daily work routines. Among the recent advancements,…
Virtual reality (VR) presents immersive opportunities across many applications, yet the inherent risk of developing cybersickness during interaction can severely reduce enjoyment and platform adoption. Cybersickness is marked by symptoms…
Cybersickness is a drawback of virtual reality (VR), which also affects the cognitive and motor skills of the users. The Simulator Sickness Questionnaire (SSQ), and its variant, the Virtual Reality Sickness Questionnaire (VRSQ) are two…
The sense of presence is central to immersive experiences in Virtual Reality (VR), and particularly salient in socially rich platforms like social VR. While prior studies have explored various aspects related to presence, less is known…
Mindfulness-based therapies have been shown to be effective in improving mental health, and technology-based methods have the potential to expand the accessibility of these therapies. To enable real-time personalized content generation for…
Virtual Reality (VR) becomes accessible to mimic a "real-like" world now. People who have a VR experience usually can be impressed by the immersive feeling, they might consider themselves are actually existed in the VR space.…
Objective: Virtual Reality (VR) is a technological interface that allows users to interact with a simulated environment. VR has been used extensively for mental health and clinical research. Mental health disorders are globally burdening…
The creation of virtual humans increasingly leverages automated synthesis of speech and gestures, enabling expressive, adaptable agents that effectively engage users. However, the independent development of voice and gesture generation…
Despite extensive use in related domains, Virtual Reality (VR) for generalised anxiety disorder (GAD) has received little previous attention. We report upon a VR environment created for the Oculus Rift and Unreal Engine 4 (UE4) to…
With the recent rise of Metaverse, online multiplayer VR applications are becoming increasingly prevalent worldwide. Allowing users to move easily in virtual environments is crucial for high-quality experiences in such collaborative VR…
The emergence of virtual companions is transforming the evolution of intelligent systems that effortlessly cater to the unique requirements of users. These advanced systems not only take into account the user present capabilities,…
Measure user experience in MR (i.e., AR/VR) user studies is essential. Researchers apply a wide range of measuring methods using objective (e.g., biosignals, time logging), behavioral (e.g., gaze direction, movement amplitude), and…
Objectives: This paper presents an up-to-date overview of research performed in the Virtual Reality (VR) environment ranging from definitions, its presence in the various fields, and existing market players and their projects in the VR…
The advent of technology-enhanced interventions has significantly transformed mental health services, offering new opportunities for delivering psychotherapy, particularly in remote settings. This paper reports on a pilot study exploring…
The application and implementation of collaborative embodiment in virtual reality (VR) are a critical aspect of the computer science landscape, aiming to enhance multi-user interaction and teamwork in immersive environments. A notable and…
Reminiscence therapy is an inexpensive non-pharmacological therapy commonly used due to its therapeutic value for PwD, as it can be used to promote independence, positive moods and behavior, and improve their quality of life. Caregivers are…
Commercial Virtual Reality (VR) transforms people's virtual experiences but introduces deceptive design opportunities that threaten user privacy. Although privacy deceptive patterns on 2D platforms are well-documented, their impacts in VR…