Related papers: User Attention and Behaviour in Virtual Reality Ar…
Virtual Reality (VR) interfaces are increasingly used as remote visualization media in telerobotics. Remote environments captured through RGB-D cameras and visualized using VR interfaces can enhance operators' situational awareness and…
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…
The latest developments in computer hardware, sensor technologies, and artificial intelligence can make virtual reality (VR) and virtual spaces an important part of human everyday life. Eye tracking offers not only a hands-free way of…
With the continuing development of affordable immersive virtual reality (VR) systems, there is now a growing market for consumer content. The current form of consumer systems is not dissimilar to the lab-based VR systems of the past 30…
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,…
With the increased sophistication of AI techniques, the application of these systems has been expanding to ever newer fields. Increasingly, these systems are being used in modeling of human aesthetics and creativity, e.g. how humans create…
Emotions are multifaceted phenomena that affect our behaviour, perception, and cognition. Increasing evidence indicates that induction mechanisms play a crucial role in triggering emotions by simulating the sensations required for an…
Immersive learning environments such as virtual classrooms in Virtual Reality (VR) offer learners unique learning experiences, yet providing effective learner support remains a challenge. While prior HCI research has explored in-lecture…
Virtual Reality (VR) has shown great potential to revolutionize the market by providing users immersive experiences with freedom of movement. Compared to traditional video streaming, VR is with ultra high-definition and dynamically changes…
Transforming educational technologies through the integration of large language models (LLMs) and virtual reality (VR) offers the potential for immersive and interactive learning experiences. However, the effects of LLMs on user engagement…
The rise of consumer augmented reality (AR) technology has opened up new possibilities for interventions intended to disrupt and subvert cultural conventions. From defacing corporate logos to erecting geofenced digital monuments, more and…
Virtual Reality (VR) is gaining ground in the robotics and teleoperation industry, opening new prospects as a novel computerized methodology to make humans interact with robots. In contrast with more conventional button-based…
Few VR applications and games implement captioning of speech and audio cues, which either inhibits or prevents access of their application by deaf or hard of hearing (DHH) users, new language learners, and other caption users. Additionally,…
Augmented Reality (AR) enriches a user's real environment by adding spatially aligned virtual objects (3D models, 2D textures, textual annotations, etc) by means of special display technologies. These are either worn on the body or placed…
The rapid development of virtual reality technology has increased its availability and, consequently, increased the number of its possible applications. The interest in the new medium has grown due to the entertainment industry (games, VR…
In virtual reality (VR) education, especially in creative fields like film production, avatar design and narrative style extend beyond appearance and aesthetics. This study explores how the interaction between avatar gender, the dominant…
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…
Animating an avatar that reflects a user's action in the VR world enables natural interactions with the virtual environment. It has the potential to allow remote users to communicate and collaborate in a way as if they met in person.…
Immersive Analytics (IA) and consumer adoption of augmented reality (AR) and virtual reality (VR) head-mounted displays (HMDs) are both rapidly growing. When used in conjunction, stereoscopic IA environments can offer improved user…
This chapter explores the practice of conducting user research studies and design assessments in virtual reality (VR). An overview of key VR hardware and software tools is provided, including game engines, such as Unity and Unreal Engine.…