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This in-person studio explores how mixed reality (MR) and biometrics can make intangible emotional states tangible through embodied art practices. We begin with two well-established modalities, clay sculpting and free-form 2D drawing, to…
Mixed Reality (MR) integrates virtual objects with the real world, offering potential but raising concerns about misuse through dark patterns. This study explored the effects of four dark patterns, adapted from prior research, and applied…
The contributions of this paper are: (1) a taxonomy of the "Realities" (Virtual, Augmented, Mixed, Mediated, etc.), and (2) some new kinds of "reality" that come from nature itself, i.e. that expand our notion beyond synthetic realities to…
Virtual Reality (VR) provides immersive experiences in the virtual world, but it may reduce users' awareness of physical surroundings and cause safety concerns and psychological discomfort. Hence, there is a need of an ambient information…
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…
Recurrent negative thoughts can significantly disrupt daily life and contribute to negative emotional states. Facing, confronting, and noticing such thoughts without support can be challenging. To provide a playful setting and leverage the…
Historically the training of teams has been implemented using a face-to-face approach. In the past decade, on-line multiuser virtual environments have offered a solution for training teams whose members are geographically dispersed. In…
In recent years, there has been a growing demand for realistic haptic experiences in VR. This study employs the Intensity Segment Modulation (ISM) method to convert high-frequency vibrations into low-frequency amplitude-modulated waves on…
When collaborating face-to-face, people commonly use the surfaces and spaces around them to perform sensemaking tasks, such as spatially organising documents, notes or images. However, when people collaborate remotely using desktop…
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.,…
This study explores the use of virtual reality (VR) as an innovative tool to enhance awareness, acceptance, and understanding of accessibility for persons with vision loss (VL). Through a VR-based workshop developed in collaboration with…
The ability to regulate and cope with strong emotions is essential for maintaining our mental health and well-being. However, learning how to emotionally regulate can be a bit of a mystery since it is largely an invisible process and it can…
This research presents a proof-of-concept prototype of an all-in-one mixed reality application platform, developed to investigate the needs and expectations of users from mixed reality systems. The study involved an extensive user study…
eHealth has expanded hugely over the last fifteen years and continues to evolve, providing greater benefits for patients, health care professionals and providers alike. The technologies that support these systems have become increasingly…
Visual-vestibular conflicts (VVCs) are a primary contributor to visually induced motion sickness (VIMS) in head-mounted displays (HMDs). However, virtual reality (VR) comfort studies often rely on exposing seated or standing users to…
Robot-led physical therapy (PT) offers a promising avenue to enhance the care provided by clinical exercise specialists (ES) and physical and occupational therapists to improve patients' adherence to prescribed exercises outside of a…
As more people meet, interact, and socialize online, Social Virtual Reality (VR) emerges as a technology that bridges the gap between traditional face-to-face and online communication. Unlike traditional screen-based applications, Social VR…
Extended reality (XR) technology has the incredible potential to revolutionize mental health treatment and support, bringing a whole new dimension to the field. Through the use of immersive virtual and augmented reality experiences,…
We present a systematic review of 458 papers that report on evaluations in mixed and augmented reality (MR/AR) published in ISMAR, CHI, IEEE VR, and UIST over a span of 11 years (2009-2019). Our goal is to provide guidance for future…
Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to…