Related papers: Virtual Reality Sickness Mitigation Methods: A Com…
With the rapid advancement of virtual reality (VR) technology, its adoption across domains such as healthcare, education, and entertainment has grown significantly. However, the persistent issue of cybersickness, marked by symptoms…
This position paper explores the possibilities and challenges of using Virtual Reality (VR) in remote user studies. Highlighting the immersive nature of VR, the paper identifies key vulnerabilities, including varying technical proficiency,…
Head tracking in head-mounted displays (HMDs) enables users to explore a 360-degree virtual scene with free head movements. However, for seated use of HMDs such as users sitting on a chair or a couch, physically turning around 360-degree is…
Virtual environments (VEs) offer potential benefits to health and safety training: exposure to dangerous (virtual) environments; the opportunity for experiential learning; and a high level of control over the training, in that aspects can…
Forest bathing is a nature immersion practice that reduces stress, restores mental resources, and has a wide variety of use cases in the treatment of mental illnesses. Since many people who need the benefits of forest bathing have little…
Virtual reality (VR) not only allows head-mounted display (HMD) users to immerse themselves in virtual worlds but also to share them with others. When designed correctly, this shared experience can be enjoyable. However, in typical…
A mathematical model of motion sickness incidence (MSI) is derived by integrating neurophysiological knowledge of the vestibular system to predict the severity of motion sickness of humans. Bos et al. proposed the successful mathematical…
Virtual reality (VR) is increasingly being used as a research platform for investigating human responses to environmental variables. While VR provides tremendous advantages in terms of variable isolation and manipulation, and ease of…
Passengers of level 3-5 autonomous personal mobility vehicles (APMV) can perform non-driving tasks, such as reading books and smartphones, while driving. It has been pointed out that such activities may increase motion sickness, especially…
This study explores the use of virtual reality (VR) as an innovative tool to enhance awareness, acceptance, and understanding of accessibility for persons with vision loss (VL). Through a VR-based workshop developed in collaboration with…
Locomotion in Virtual Reality (VR) is an important part of VR applications. Many scientists are enriching the community with different variations that enable locomotion in VR. Some of the most promising methods are gesture-based and do not…
Virtual Reality (VR) and its applications have attracted significant and increasing attention. However, the requirements of much larger file sizes, different storage formats, and immersive viewing conditions pose significant challenges to…
Objectives: This paper presents an up-to-date overview of research performed in the Virtual Reality (VR) environment ranging from definitions, its presence in the various fields, and existing market players and their projects in the VR…
Virtual Reality (VR) is increasingly used in neuropsychological assessments due to its ability to simulate real-world environments. This study aimed to develop and evaluate the Trail Making Test in VR (TMT-VR) and investigate the effects of…
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…
We investigate the opportunities and challenges of running virtual reality (VR) studies remotely. Today, many consumers own head-mounted displays (HMDs), allowing them to participate in scientific studies from their homes using their own…
Physical rehabilitation plays a crucial role in restoring functional abilities, but traditional approaches often face challenges in terms of cost, accessibility, and personalized monitoring. Asynchronous physical rehabilitation has gained…
ECG is an attractive option to assess stress in serious Virtual Reality (VR) applications due to its non-invasive nature. However, the existing Machine Learning (ML) models perform poorly. Moreover, existing studies only perform a binary…
Eye tracking is routinely being incorporated into virtual reality (VR) systems. Prior research has shown that eye tracking data, if exposed, can be used for re-identification attacks. The state of our knowledge about currently existing…
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…