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Maintaining an active lifestyle is vital for quality of life, yet challenging for wheelchair users. For instance, powered wheelchairs face increasing risks of obesity and deconditioning due to inactivity. Conversely, manual wheelchair…

Robotics · Computer Science 2025-06-06 Azizul Zahid , Bibek Poudel , Danny Scott , Jason Scott , Scott Crouter , Weizi Li , Sai Swaminathan

Exergaming, blending exercise and gaming, improves the physical and mental health of older adults. We currently do not fully know the factors that drive older adults to either engage in or abstain from exergaming. Large-scale studies…

Human-Computer Interaction · Computer Science 2024-07-16 Reza Hadi Mogavi , Juhyung Son , Simin Yang , Derrick M. Wang , Lydia Choong , Ahmad Alhilal , Peng Yuan Zhou , Pan Hui , Lennart E. Nacke

Virtual, Augmented, and eXtended Reality (VR/AR/XR) technologies are increasingly recognized for their applications in training, diagnostics, and psychological research, particularly in high-risk and highly regulated environments. In this…

In contemporary training for industrial manufacturing, reconciling theoretical knowledge with practical experience continues to be a significant difficulty. As companies transition to more intricate and technology-oriented settings,…

Human-Computer Interaction · Computer Science 2025-07-30 Vladislav Li , Ilias Siniosoglou , Panagiotis Sarigiannidis , Vasileios Argyriou

Expressivity--the use of multiple modalities to convey internal state and intent of a robot--is critical for interaction. Yet, due to cost, safety, and other constraints, many robots lack high degrees of physical expressivity. This paper…

Robotics · Computer Science 2019-12-03 Thomas R. Groechel , Zhonghao Shi , Roxanna Pakkar , Maja J. Matarić

In this paper we describe the design and validation of a virtual fitness environment aiming at keeping older adults physically and socially active. We target particularly older adults who are socially more isolated, physically less active,…

Human-Computer Interaction · Computer Science 2017-03-21 Marcos Baez , Francisco Ibarra , Iman Khaghani Far , Michela Ferron , Fabio Casati

Most digital bodily games focus on the body as they use movement as input. However, they also draw the player's focus away from the body as the output occurs on visual displays, creating a divide between the physical body and the virtual…

The rapid evolution of social Virtual Reality (VR) platforms has significantly enhanced the way users interact and socialize in digital spaces, offering immersive experiences that closely mimic real-world interactions [1]. However, this…

Human-Computer Interaction · Computer Science 2024-05-10 Niloofar Sayadi , Diego Gómez-Zará

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.…

Graphics · Computer Science 2022-09-14 Yongjing Ye , Libin Liu , Lei Hu , Shihong Xia

We present the first motion generation system for playtesting virtual reality (VR) games. Our player model generates VR headset and handheld controller movements from in-game object arrangements, guided by style exemplars and aligned to…

Cybersickness remains a significant challenge in virtual reality (VR), limiting its usability across various applications. Existing mitigation strategies focus on optimising VR hardware and/or software and enhancing self-motion perception…

Human-Computer Interaction · Computer Science 2025-03-07 Charlotte Croucher , Panagiotis Kourtesis , Georgios Papaioannou

Recent advances in immersive technology have opened new possibilities in sports training, especially for activities requiring precise motor skills, such as tennis. In this paper, we present a virtual reality (VR) tennis training system…

Human-Computer Interaction · Computer Science 2025-04-23 Ryan Najami , Rami Ghannam

Presence in virtual reality (VR), the subjective sense of "being there" in a virtual environment, is notoriously difficult to measure. Electroencephalography (EEG) may offer a promising, unobtrusive means of assessing a user's momentary…

Human-Computer Interaction · Computer Science 2025-09-03 Evan G. Center , Matti Pouke , Alessandro Nardi , Lukas Gehrke , Klaus Gramann , Timo Ojala , Steven M. LaValle

Exercise-based rehabilitation programs have been shown to enhance quality of life and reduce mortality and rehospitalizations. AI-driven virtual rehabilitation programs enable patients to complete exercises independently at home while AI…

Computer Vision and Pattern Recognition · Computer Science 2023-06-19 Ali Abedi , Mobin Malmirian , Shehroz S. Khan

As XR devices become widespread, 3D interaction has become commonplace, and UI developers are increasingly required to consider usability to deliver better user experiences. The HCI community has long studied target-pointing performance,…

Human-Computer Interaction · Computer Science 2026-01-08 Tatsuya Okuno , Haruto Shimizu , Nobuhito Kasahara , Taiyu Honma , Shota Yamanaka , Homei Miyashita

The game Quantum Moves was designed to pit human players against computer algorithms, combining their solutions into hybrid optimization to control a scalable quantum computer. In this midstream report, we open our design process and…

Computers and Society · Computer Science 2015-06-30 Andreas Lieberoth , Mads Kock Pedersen , Andreea Catalina Marin , Tilo Planke , Jacob Friis Sherson

Autonomous robots have the potential to serve as versatile caregivers that improve quality of life for millions of people worldwide. Yet, conducting research in this area presents numerous challenges, including the risks of physical…

Robotics · Computer Science 2019-10-11 Zackory Erickson , Vamsee Gangaram , Ariel Kapusta , C. Karen Liu , Charles C. Kemp

In a world where in-person context transitions more into remote and hybrid concepts, we should consider new concepts of interaction in health and rehabilitation and what advantages and disadvantages they bring. One of the rising topics is…

Human-Computer Interaction · Computer Science 2024-05-17 Jana Franceska Funke , Enrico Rukzio

This paper introduces time-based addiction, which refers to excessive engagement in an activity that results in negative outcomes due to the misallocation of time. This type of addiction is often seen in media-related activities such as…

Human-Computer Interaction · Computer Science 2023-04-14 Ziwei Gao

Gamification is frequently used to motivate people getting more physically active. However, most systems follow a one-size-fits-all gamification approach, although past research has shown that interpersonal differences exist in the…

Human-Computer Interaction · Computer Science 2021-07-28 Maximilian Altmeyer , Marc Schubhan , Antonio Krüger , Pascal Lessel