Related papers: Trick the Body Trick the Mind: Avatar representati…
The absence of physical information during hand-object interaction in a virtual environment diminishes realism and immersion. Kinesthetic haptic feedback has proven effective in delivering realistic object-derived haptic cues, enhancing the…
Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative…
In this paper, we introduce a concept called ''virtual co-embodiment'', which enables a user to share their virtual avatar with another entity (e.g., another user, robot, or autonomous agent). We describe a proof-of-concept in which two…
We propose a haptic system that applies forces or skin deformation to the user's arm, rather than at the fingertips, for believable interaction with virtual objects as an alternative to complex thimble devices. Such a haptic system would be…
In real life, grasping is one of the fundamental and effective forms of interaction when manipulating objects. This holds true in the physical and virtual world; however, unlike the physical world, virtual reality (VR) is grasped in a…
Affect and cognitive load influence many user behaviors. In this paper, we propose Motion as Emotion, a novel method that utilizes fine differences in hand motion to recognise affect and cognitive load in virtual reality (VR). We conducted…
Understanding how perception and action deal with sensorimotor conflicts, such as the rubber-hand illusion (RHI), is essential to understand how the body adapts to uncertain situations. Recent results in humans have shown that the RHI not…
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…
Humans are highly skilled in communicating their intent for when and where a handover would occur. However, even the state-of-the-art robotic implementations for handovers typically lack of such communication skills. This study investigates…
This study evaluated the effect of virtual hand representation on the typing performance, upper extremity angle, neck muscle activity, and usability during virtual reality (VR) typing. A total of 15 participants (7 females and 8 males)…
The sense of realism in avatar animation is a widely pursued goal in social VR applications. A common approach to enhancing realism is improving the match between avatar motion and real-world human movement. However, experience with…
Scientists have traditionally limited the mechanisms of social cognition to one brain, but recent approaches claim that interaction also realizes cognitive work. Experiments under constrained virtual settings revealed that interaction…
When interacting with objects, humans effectively reason about which regions of objects are viable for an intended action, i.e., the affordance regions of the object. They can also account for subtle differences in object regions based on…
The use of self-avatars is gaining popularity thanks to affordable VR headsets. Unfortunately, mainstream VR devices often use a small number of trackers and provide low-accuracy animations. Previous studies have shown that the Sense of…
In this paper we explore the potential of utilizing Virtual Reality (VR) as a therapeutic tool for supporting individuals in the LGBTQ+ community, who often face elevated risks of mental health issues. Specifically, we investigated the…
This workshop paper presents two proxy objects for high fidelity interaction in virtual reality (VR): a paper map and a smartphone. We showcase how our virtual paper map can increase interactivity and orientation, while our virtual…
Virtual reality (VR) has been increasingly utilised as a simulation tool for human-robot interaction (HRI) studies due to its ability to facilitate fast and flexible prototyping. Despite efforts to achieve high validity in VR studies,…
This paper presents a study of the dynamic coupling between a user and a virtual character during body interaction. Coupling is directly linked with other dimensions, such as co-presence, engagement, and believability, and was measured in…
Haptic feedback in virtual reality (VR) allows users to perceive the physical properties of virtual objects (e.g., their weight and motion patterns). However, the lack of haptic sensations deteriorates users' immersion and overall…
Leveraging the integration of visual and proprioceptive cues, research has uncovered various perception thresholds in VR that can be exploited to support haptic feedback for grasping. While previous studies have explored individual…