Related papers: Virtual Reality Sickness Mitigation Methods: A Com…
This research aims to examine the effects of various vibrotactile feedback techniques on gait (i.e., walking patterns) in virtual reality (VR). Prior studies have demonstrated that gait disturbances in VR users are significant usability…
We propose unwinding the rotations experienced by the user of an immersive telepresence robot to improve comfort and reduce VR sickness of the user. By immersive telepresence we refer to a situation where a 360\textdegree~camera on top of a…
Head Mounted Displays (HMDs) allow users to experience virtual reality with a great level of immersion. However, even simple physical tasks like drinking a beverage can be difficult and awkward while in a virtual reality experience. We…
Accessibility reviews provide valuable insights into both the limitations and benefits experienced by users with disabilities when using virtual reality (VR) applications. However, a comprehensive investigation into VR accessibility for…
Large curved displays have emerged as a powerful platform for collaboration, data visualization, and entertainment. These displays provide highly immersive experiences, a wider field of view, and higher satisfaction levels. Yet, large…
Extended reality (XR) is evolving into a general-purpose computing platform, yet its adoption for productivity is hindered by visual fatigue and simulator sickness. While these symptoms are often attributed to latency or motion conflicts,…
Despite extensive use in related domains, Virtual Reality (VR) for generalised anxiety disorder (GAD) has received little previous attention. We report upon a VR environment created for the Oculus Rift and Unreal Engine 4 (UE4) to…
Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical…
We present an experiment exploring how the controller's virtual representation impacts target acquisition performance across MR and VR contexts. Participants performed selection tasks comparing four visual configurations: a virtual…
The quality of Virtual Reality (VR) apps is vital, particularly the rendering quality of the VR Graphical User Interface (GUI). Different from traditional 2D apps, VR apps create a 3D digital scene for users, by rendering two distinct 2D…
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…
Given the aging highway infrastructure requiring extensive rebuilding and enhancements, and the consequent rise in the number of work zones, there is an urgent need to develop advanced safety systems to protect workers. While Augmented…
In this paper, we describe the results of replicating one of our studies from two years ago which compares two techniques for transferring content across multiple screens in VR. Results from the previous study have shown that a combined…
Deep learning (DL)-based automated cybersickness detection methods, along with adaptive mitigation techniques, can enhance user comfort and interaction. However, recent studies show that these DL-based systems are susceptible to adversarial…
The animation of user avatars plays a crucial role in conveying their pose, gestures, and relative distances to virtual objects or other users. Self-avatar animation in immersive VR helps improve the user experience and provides a Sense of…
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…
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…
Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume content. In VR, users integrate multimodal sensory information they receive, to create a unified perception of the virtual world. In this…
Affect and cognitive load influence many user behaviors. In this paper, we propose Motion as Emotion, a novel method that utilizes fine differences in hand motion to recognise affect and cognitive load in virtual reality (VR). We conducted…
Virtual Reality (VR) technologies offer immersive experiences but collect substantial user data. While deceptive design is well-studied in 2D platforms, little is known about its manifestation in VR environments and its impact on user…