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Recent discoveries in VR have opened up scope for designing physical tools and controllers to enhance immersion, through perceived reality. In a virtually simulated sports scenario it is challenging to immerse user because most of the…
This is the preprint version of our paper on 2015 International Conference on Virtual Rehabilitation (ICVR2015). The purpose of this work is designing and implementing a rehabilitation software for dysphonic patients. Constant training is a…
This study is concerned with the application of virtual reality (VR) in rehabilitation programs for faulty neck posture which is a primary source of neck pain (NP). The latter is a highly prevalent musculoskeletal disorder that is…
In this article we describe Hack.VR, an object-oriented programming game in virtual reality. Hack.VR uses a VR programming language in which nodes represent functions and node connections represent data flow. Using this programming…
Embodying non-human characters and exercising abdominal muscles are both underexplored in exergames. We address this by describing the design and evaluation of a novel human quadruped locomotion exergame. In the game, the player lies supine…
Virtual reality (VR) is widely used for procedural medical training, yet most simulators emphasize realism while providing limited formative feedback. We examine how gamification affects performance, workload, and experiential quality in VR…
The growing demand for accessible therapeutic options has led to the exploration of Virtual Reality (VR) as a platform for forest bathing, which aims to reduce stress and improve cognitive functions. This paper brings together findings from…
Serious games are accepted as an effective approach to deliver augmented feedback in motor (re-) learning processes. The multi-modal nature of the conventional computer games (e.g. audiovisual representation) plus the ability to interact…
This paper presents an innovative pseudo-haptic model for weight simulation in virtual reality (VR) environments. By integrating visual feedback with voluntary exerted force through a passive haptic glove, the model creates haptic illusions…
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…
Physical exercise has significant benefits for humans in improving the health and quality of their lives, by improving the functional performance of their cardiovascular and respiratory systems. However, it is very important to control the…
Virtual reality is expected to play a significant role in the transformation of education and psychological studies. The possibilities for its application as a visual research method can be enhanced as established frameworks and toolkits…
We developed a novel virtual reality [VR] platform with 3-dimensional sounds to help improve sensory integration and visuomotor processing for postural control and fall prevention in individuals with balance problems related to sensory…
Many people struggle to exercise regularly, raising the risk of serious health-related issues. Extended reality (XR) exergames address these hurdles by combining physical exercises with enjoyable, immersive gameplay. While a growing body of…
While physiological sensors enter the mass market and reach the general public, they are still mainly employed to monitor health -- whether it is for medical purpose or sports. We describe an application that uses heart rate feedback as an…
This document describes the development of a video game prototype designed to encourage physical activity among children and older adults. The prototype consists of a laptop, a camera with 3D sensors, and optionally requires an LCD screen…
In the video game industry, great importance is given to the experience that the user has while playing a game. In particular, this experience benefits from the players' perceived sense of being in the game or immersion. The level of user…
The size of most virtual environments exceeds the tracking space available for physical walking. One solution to this disparity is to extend the available walking range by augmenting users' actual movements. However, the resulting increase…
Watching others play is a key ingredient of digital games and an important aspect of games user research. However, spectatorship is not very popular in virtual reality, as such games strongly rely on one's feelings of presence. In other…
Creating new air combat tactics and discovering novel maneuvers can require numerous hours of expert pilots' time. Additionally, for each different combat scenario, the same strategies may not work since small changes in equipment…