Related papers: The Plausibility Paradox for Resized Users in Virt…
The main aim of our study was to analyse the effects of a virtual environment on social conformity, with particular attention to the effects of different types of task and psychological variables on social influence, on one side, and to the…
This paper presents a study of the dynamic coupling between a user and a virtual character during body interaction. Coupling is directly linked with other dimensions, such as co-presence, engagement, and believability, and was measured in…
In this paper, a study aimed at investigating the effects of real (using eye tracking to determine the fixation) and simulated foveated blurring in immersive Virtual Reality is presented. Techniques to reduce the optical flow perceived at…
Alignment between real and virtual objects is a challenging task required for the deployment of Mixed Reality (MR) into manufacturing, medical, and construction applications. To face this challenge, a series of methods have been proposed.…
Perception is often viewed as a process that transforms physical variables, external to an observer, into internal psychological variables. Such a process can be modeled by a function coined perceptual scale. The perceptual scale can be…
The increasing availability and diversity of virtual reality (VR) applications highlighted the importance of their usability. Function-oriented VR applications posed new challenges that are not well studied in the literature. Moreover, user…
When collaborating face-to-face, people commonly use the surfaces and spaces around them to perform sensemaking tasks, such as spatially organising documents, notes or images. However, when people collaborate remotely using desktop…
Virtual reality (VR) is an imminent trend in games, education, entertainment, military, and health applications, as the use of head-mounted displays is becoming accessible to the mass market. Virtual reality provides immersive experiences…
Incorporating accurate physics-based simulation into interactive design tools is challenging. However, adding the physics accurately becomes crucial to several emerging technologies. For example, in virtual/augmented reality (VR/AR) videos,…
We take our world to be an objective reality, but is it? The assumption that the physical world exists in and of itself has struggled to assimilate the findings of modern physics for some time now. For example, an objective space and time…
Virtual reality allows creating highly immersive visual and auditory experiences, making users feel physically present in the environment. This makes it an ideal platform to simulate dangerous scenarios, including fire evacuation, and study…
Virtual Reality (VR) moves away from well-controlled laboratory environments into public and personal spaces. As users are visually disconnected from the physical environment, interacting in an uncontrolled space frequently leads to…
Our understanding of how visual systems detect, analyze and interpret visual stimuli has advanced greatly. However, the visual systems of all animals do much more; they enable visual behaviours. How well the visual system performs while…
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.…
Human sensory processing is sensitive to the proximity of stimuli to the body. It is therefore plausible that these perceptual mechanisms also modulate the detectability of content in VR, depending on its location. We evaluate this in a…
In mixed reality, real objects can be used to interact with virtual objects. However, unlike in the real world, real objects do not encounter any opposite reaction force when pushing against virtual objects. The lack of reaction force…
Virtual environments (VEs) are increasingly used for immersive experiences, training simulations, and entertainment, yet factors such as height perception and user stance can significantly influence user experience (UX). Height perception…
This study explores how prior exposure to physical objects influences the quality and realism perception of Digital Twins (DT) with varying levels of fidelity in Virtual Reality (VR). In a mixed experimental design, 24 participants were…
The replication crisis is real, and awareness of its existence is growing across disciplines. We argue that research in human-computer interaction (HCI), and especially virtual reality (VR), is vulnerable to similar challenges due to many…
Personalized adaptation technology has been adopted in a wide range of digital applications such as health, training and education, e-commerce and entertainment. Personalization systems typically build a user model, aiming to characterize…