Related papers: Isness: Using Multi-Person VR to Design Peak Mysti…
This review provides a dynamical systems perspective on psychiatric symptoms and disease, and discusses its potential implications for diagnosis, prognosis, and treatment. After a brief introduction into the theory of dynamical systems, we…
Background: Given that VR is applied in multiple domains, understanding the effects of cyber-sickness on human cognition and motor skills and the factors contributing to cybersickness gains urgency. This study aimed to explore the…
Recent studies have reported an increased risk of developing brain and neck tumors, as well as cataracts, in practitioners in interventional radiology (IR). Occupational radiation protection in IR has been a top concern for regulatory…
Our interactions with technology do not just shape our individual experiences. They also affect people around us. Although previous research has addressed such "witness" experiences, the actual effect of interaction design on the witness…
The integration of digital technologies into memorialization practices offers opportunities to transcend physical and temporal limitations. However, designing personalized memorial spaces that address the diverse needs of the dying and the…
MetaSpace II (MS2) is a social Virtual Reality (VR) system where multiple users can not only see and hear but also interact with each other, grasp and manipulate objects, walk around in space, and get tactile feedback. MS2 allows walking in…
In many consumer virtual reality (VR) applications, users embody predefined characters that offer minimal customization options, frequently emphasizing storytelling over user choice. We explore whether matching a user's physical…
Technological advances are redefining the relationship between physical and virtual spaces. Traditionally, when users engage in virtual reality, they are completely cutoff from the physical space. Similarly, they are unable to access…
The problem of Motion Sickness (MS) among passengers significantly impacts the comfort and efficiency of In-Vehicle Infotainment Systems (IVIS) use. In this study, we innovatively designed SimPath, a visual design to effectively mitigate…
In this work, we propose MAGES 4.0, a novel Software Development Kit (SDK) to accelerate the creation of collaborative medical training applications in VR/AR. Our solution is essentially a low-code metaverse authoring platform for…
As social VR grows in popularity, understanding how to optimise interactions becomes increasingly important. Interpersonal distance (the physical space people maintain between each other) is a key aspect of user experience. Previous work in…
We investigate the opportunities and challenges of running virtual reality (VR) studies remotely. Today, many consumers own head-mounted displays (HMDs), allowing them to participate in scientific studies from their homes using their own…
In this study, we propose a novel approach that supports requirements discussions in virtual environments by automatically generating personas from real-time speech-to-text data. In our pilot experiment, 18 participants (14 from…
Virtual reality (VR) conferencing has the potential to provide geographically dispersed users with an immersive environment, enabling rich social interactions and user experience using avatars. However, remote communication in VR inevitably…
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…
Size and distance perception in Virtual Reality (VR) have been widely studied, albeit in a controlled laboratory setting with a small number of participants. We describe a fully remote perceptual study with a gamified protocol to encourage…
Occasionally, individuals immersed in a Virtual Reality (VR) environment may experience distractions that disrupt their sense of presence, a phenomenon referred to as a break in presence (BIP). Better understanding BIPs is crucial to…
In this paper, we present a novel multi-modal attention guidance method designed to address the challenges of turn-taking dynamics in meetings and enhance group conversations within virtual reality (VR) environments. Recognizing the…
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…
Social isolation can lead to pervasive health issues like anxiety and loneliness. Previous work focused on physical interventions like exercise and teleconferencing, but overlooked the narrative potential of adaptive strategies. To address…