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Telepresence VR systems allow for face-to-face communication, promoting the feeling of presence and understanding of nonverbal cues. However, when discussing virtual 3D objects, limitations to presence and communication cause deictic…
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…
As virtual reality (VR) technologies have improved in the past decade, more research has investigated how they could support more effective communication in various contexts to improve collaboration and social connectedness. However, there…
Fully immersive virtual reality (VR) has the potential to improve neurosurgical planning. For example, it may offer 3D visualizations of relevant anatomical structures with complex shapes, such as blood vessels and tumors. However, there is…
Immersive, stereoscopic viewing enables scientists to better analyze the spatial structures of visualized physical phenomena. However, their findings cannot be properly presented in traditional media, which lack these core attributes.…
Virtual Reality (VR) enables users to collaborate while exploring scenarios not realizable in the physical world. We propose CollabVR, a distributed multi-user collaboration environment, to explore how digital content improves expression…
In the Jupyter ecosystem, data visualization is usually done with "widgets" created as notebook cell outputs. While this mechanism works well in some circumstances, it is not well-suited to presenting interfaces that are long-lived,…
Due to the corona pandemic, numerous courses were held using digital solutions in order to be able to continue teaching. Conventional collaboration tools (Zoom, Big Blue Button, etc.) were used in particular to digitally map a synchronous…
Large curved displays have emerged as a powerful platform for collaboration, data visualization, and entertainment. These displays provide highly immersive experiences, a wider field of view, and higher satisfaction levels. Yet, large…
We can create Virtual Reality (VR) interactions that have no equivalent in the real world by remapping spacetime or altering users' body representation, such as stretching the user's virtual arm for manipulation of distant objects or…
This work introduces the design, implementation, and validation of a virtual reality (VR) experience aimed at promoting the inclusion of individuals with dyslexia in university settings. Unlike traditional awareness methods, this immersive…
Over the past decade, the value and potential of VR applications in manufacturing have gained significant attention in accordance with the rise of Industry 4.0 and beyond. Its efficacy in layout planning, virtual design reviews, and…
Creating physically realistic content in VR often requires complex modeling tools or predefined 3D models, textures, and animations, which present significant barriers for non-expert users. In this paper, we propose SketchPlay, a novel VR…
Today there is a high variety of haptic devices capable of providing tactile feedback. Although most of existing designs are aimed at realistic simulation of the surface properties, their capabilities are limited in attempts of displaying…
Mid-air interaction is one of the promising interaction modalities in virtual reality (VR) due to its merits in naturalness and intuitiveness, but the interaction suffers from the lack of haptic feedback as no force or vibrotactile feedback…
High-accuracy, high-efficiency physics-based fluid-solid interaction is essential for reality modeling and computer animation in online games or real-time Virtual Reality (VR) systems. However, the large-scale simulation of incompressible…
Text selection is an essential activity in interactive systems, including virtual reality (VR) head-mounted displays (HMDs). It is useful for: sharing information across apps or platforms, highlighting and making notes while reading…
Peripheral vision plays a significant role in human perception and orientation. However, its relevance for human-computer interaction, especially head-mounted displays, has not been fully explored yet. In the past, a few specialized…
Spatial drawing using ruled-surface brush strokes is a popular mode of content creation in immersive VR, yet little is known about the usability of existing spatial drawing interfaces or potential improvements. We address these questions in…
In the present work we intend to introduce a system based on VR (Virtual Reality) for examining analytical-geometric structures that occur in the study of mathematics and physics concepts in the last high school classes. In our opinion, an…