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Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative…
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…
Presence often is considered the most important quale describing the subjective feeling of being in a computer-generated and/or computer-mediated virtual environment. The identification and separation of orthogonal presence components,…
Virtual reality (VR) allows users to see and manipulate virtual scenes and items through input devices, like head-mounted displays. In this study, the effects of button size, spacing, and depth on the usability of virtual buttons in VR…
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…
Understanding the 3D world from 2D images involves more than detection and segmentation of the objects within the scene. It also includes the interpretation of the structure and arrangement of the scene elements. Such understanding is often…
Virtual Reality (VR) has an increasing impact on the market in many fields, from education and medicine to engineering and entertainment, by creating different applications that replicate or in the case of augmentation enhance real-life…
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…
Virtual humans play a pivotal role in social virtual environments, shaping users' VR experiences. The diversity in available options and users' preferences can result in a heterogeneous mix of appearances among a group of virtual humans.…
The development of AR and VR technologies is enhancing users' online shopping experiences in various ways. However, in existing VR shopping applications, shopping contexts merely refer to the products and virtual malls or metaphorical…
This study explores the virtualization of classical reality and aims to establish a clear framework to determine the limits and possibilities of virtual reality. It addresses two primary questions: whether an observer's senses can perceive…
Extended reality technology has become a useful tool in many applications, but still suffers from visual deviations that can hamper the utility of the technology. This paper discusses the types of persisting visual deviations experienced…
Navigating spaces is an embodied experience. Examples can vary from rescue workers trying to save people from natural disasters; a tourist finding their way to the nearest coffee shop, or a gamer solving a maze. Virtual reality allows these…
This study aims to better understand the emotional and physiological correlates of being caressed in VR depending on the type of multisensory feedback provided and the animate or inanimate nature of the virtual representation that touches…
Thermal sensations are central to how we experience the world, yet most virtual and extended reality systems fail to simulate them effectively. While hardware-based thermal displays can provide accurate temperature changes, they are often…
This paper investigates how the size of virtual space and objects within it affect the threshold range of relative translation gains, a Redirected Walking (RDW) technique that scales the user's movement in virtual space in different ratios…
Large curved displays inside Virtual Reality environments are becoming popular for visualizing high-resolution content during analytical tasks, gaming or entertainment. Prior research showed that such displays provide a wide field of view…
During VR demos we have performed over last few years, many participants (in the absence of any haptic feedback) have commented on their perceived ability to 'feel' differences between simulated molecular objects. The mechanisms for such…
In most VR experiences, the visual sense dominates other modes of sensory input, encouraging non-visual senses to respond as if the visual were real. The simulated visual world thus becomes a sort of felt actuality, where the 'actual'…
By comparing biological and artificial perception through the lens of illusions, we highlight critical differences in how each system constructs visual reality. Understanding these divergences can inform the development of more robust,…