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Even though architectural modelling radically evolved over the course of its history, the current integration of Augmented Reality (AR) and Virtual Reality(VR) components in the corresponding design tasks is mostly limited to enhancing…
Immersive technologies expand the potential for collaborative sense-making and visual analysis via head-worn displays (HWDs), offering customizable, high-resolution perspectives of a shared visualization space. In such an immersive…
Virtual locomotion technique (VLT) is a fundamental component of virtual reality (VR) systems that translates physical and controller inputs into virtual translational movements and viewpoint transitions. Poorly designed VLTs can result in…
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…
Virtual reality (VR) is increasingly used as a social platform for users to interact and build connections with one another in an immersive virtual environment. Reflecting on the empirical progress in this area of study, a comprehensive…
Robot teleoperation gains great success in various situations, including chemical pollution rescue, disaster relief, and long-distance manipulation. In this article, we propose a virtual reality (VR) based robot teleoperation system to…
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…
We introduce a Virtual Reality (VR) one-on-one tutoring system to support anatomy education. A student uses a fully immersive VR headset to explore the anatomy of the base of the human skull. A teacher guides the student by using the…
Immersive social interactions of mobile users are soon to be enabled within a virtual space, by means of virtual reality (VR) technologies and wireless cellular systems. In a VR mobile social network, the states of all interacting users…
The 2nd Joint Workshop on Cross Reality (JWCR'24), organized as part of ISMAR 2024, seeks to explore the burgeoning field of Cross Reality (CR), which encompasses the seamless integration and transition between various points on the…
Virtual reality (VR) glove technology is increasingly important for professional training, industrial applications, and teleoperation in hazardous environments, since it enables more natural and immersive interactions than controllers.…
Around-device interaction promises to extend the input space of mobile and wearable devices beyond the common but restricted touchscreen. So far, most around-device interaction approaches rely on instrumenting the device or the environment…
In visual question answering (VQA), a machine must answer a question given an associated image. Recently, accessibility researchers have explored whether VQA can be deployed in a real-world setting where users with visual impairments learn…
Background/Context: Currently, the usual interface for visualizing data is based on 2-D screens. Recently, devices capable of visualizing data while immersed in VR scenes are becoming common. However, it has not been studied in detail to…
Augmented, virtual and mixed reality technologies offer new ways of interacting with digital media. However, such technologies are not well explored for people with different ranges of abilities beyond a few specific navigation and gaming…
In the past decades, a variety of haptic devices have been developed to facilitate high-fidelity human-computer interaction (HCI) in virtual reality (VR). In particular, passive haptic feedback can create a compelling sensation based on…
We contribute interaction techniques for augmenting mixed reality (MR) visualizations with smartphone proxies. By combining head-mounted displays (HMDs) with mobile touchscreens, we can augment low-resolution holographic 3D charts with…
In recent years there has been a strong development of the concept of virtual reality (VR) which from the first video games developed in the 60s has reached the current immersive systems. VR and the consequent deception of perception pose…
We propose a new approach for interaction in Virtual Reality (VR) using mobile robots as proxies for haptic feedback. This approach allows VR users to have the experience of sharing and manipulating tangible physical objects with remote…
Virtual reality allows to create situations which can be experimented under the control of the user, without risks, in a very flexible way. This allows to develop skills and to have confidence to work in real conditions with real equipment.…