Related papers: Towards Sneaking as a Playful Input Modality for V…
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…
With developments in computer graphics, hardware technology, perception engineering, and human-computer interaction, virtual reality and virtual environments are becoming more integrated into our daily lives. Head-mounted displays, however,…
MetaSpace II (MS2) is a social Virtual Reality (VR) system where multiple users can not only see and hear but also interact with each other, grasp and manipulate objects, walk around in space, and get tactile feedback. MS2 allows walking in…
Virtual reality (VR) telepresence applications and the so-called "metaverse" promise to be the next major medium of human-computer interaction. However, with recent studies demonstrating the ease at which VR users can be profiled and…
Natural user interfaces are on the rise. Manufacturers for Augmented, Virtual, and Mixed Reality head mounted displays are increasingly integrating new sensors into their consumer grade products, allowing gesture recognition without…
We contribute a systematic review of situated visualizations in motion in the context of video games. Video games produce rich dynamic datasets during gameplay that are often visualized to help players succeed in a game. Often these…
Gait recognition is the process of identifying humans from their bipedal locomotion such as walking or running. As such, gait data is privacy sensitive information and should be anonymized where possible. With the rise of higher quality…
Global security concerns have raised a proliferation of video surveillance devices. Intelligent surveillance systems seek to discover possible threats automatically and raise alerts. Being able to identify the surveyed object can help…
In this study, we investigated gaze-based interaction methods within a virtual reality game with a visual search task with 52 participants. We compared four different interaction techniques: Selection by dwell time or confirmation of…
In the field of autonomous driving research, the use of immersive virtual reality (VR) techniques is widespread to enable a variety of studies under safe and controlled conditions. However, this methodology is only valid and consistent if…
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…
Interaction methods based on computer-vision hold the potential to become the next powerful technology to support breakthroughs in the field of human-computer interaction. Non-invasive vision-based techniques permit unconventional…
Cave Automatic Virtual Environment (CAVE) is one of the virtual reality (VR) immersive devices currently used to present virtual environments. However, the locomotion methods in the CAVE are limited by unnatural interaction methods,…
Our paper is research in progress that is research investigating the use of games technology to enhance the learning of a physical skill. The Microsoft Kinect is a system designed for gaming with the capability to track the movement of…
This UIST Vision argues that "touch" input and interaction remains in its infancy when viewed in context of the seen but unnoticed vocabulary of natural human behaviors, activity, and environments that surround direct interaction with…
Virtual Reality (VR) has shown great potential to revolutionize the market by providing users immersive experiences with freedom of movement. Compared to traditional video streaming, VR is with ultra high-definition and dynamically changes…
Serious games are gaining popularity as effective teaching and learning tools, providing engaging, interactive, and practical experiences for students. Gamified learning experiences, such as virtual escape rooms, have emerged as powerful…
As virtual reality (VR) systems become increasingly more advanced, they are likewise expected to respond intelligently and adapt to individual user states, abilities, and preferences. Recent work has explored how VR can be adapted and…
Virtual companions that interact with users in a socially complex environment require a wide range of social skills. Displaying curiosity is simultaneously a factor to improve a companion's believability and to unobtrusively affect the…
Efficient text entry remains a primary bottleneck preventing Virtual Reality (VR) from evolving into a viable productivity platform. To address this, we conducted an empirical comparison of six physical input systems across three…