Related papers: Thinking Outside the Lab: VR Size & Depth Percepti…
The perception of physical objects and miniatures enhances the realism and immersion in VR. This work explores the relationship between haptic feedback from real objects and their visual representations in VR. The study examines how users…
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…
Virtual reality (VR) introduces sensory perturbations that may impact perception and action. The current study was designed to investigate how immersive VR presented through a head-mounted display (HMD) affects perceived functional body…
Leveraging the integration of visual and proprioceptive cues, research has uncovered various perception thresholds in VR that can be exploited to support haptic feedback for grasping. While previous studies have explored individual…
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…
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…
Tangible interactions involve multiple sensory cues, enabling the accurate perception of object properties, such as size. Research has shown, however, that if we decouple these cues (for example, by altering the visual cue), then the…
We proposed viewpoint-tolerant shared depth perception without individual tracking by leveraging human cognitive compensation in universally 3D rendered images on a wall-sized display. While traditional 3D perception-enabled display systems…
Pre-captured immersive environments using omnidirectional cameras provide a wide range of virtual reality applications. Previous research has shown that manipulating the eye height in egocentric virtual environments can significantly affect…
The emotional response of users induced by VR scenarios has become a topic of interest, however, whether changing the size of objects in VR scenes induces different levels of anxiety remains a question to be studied. In this study, we…
What is Virtual Reality? A professional tool, made to facilitate our everyday tasks? A conceptual mistake, accompanied by cybersickness and unsolved locomotion issues since the very beginning? Or just another source of entertainment that…
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…
This study investigates the feasibility of remote virtual reality (VR) studies conducted at home using VR headsets and video conferencing by deploying an experiment on emotion ratings. 20 participants used head-mounted displays to immerse…
To assess the impact of clutter on egocentric distance perception, we performed a mixed-design study with 60 participants in four different virtual environments (VEs) with three levels of clutter. Additionally, we compared the…
Presence is an important and widely used metric to measure the quality of virtual reality (VR) applications. Given the multifaceted and subjective nature of presence, the most common measures for presence are questionnaires. But there is…
Virtual reality (VR) is increasingly used across psychology, from research and assessment to counseling, psychological treatment, and psychotherapy, with growing applications for children and adolescents. In these contexts, VR is often…
As more people meet, interact, and socialize online, Social Virtual Reality (VR) emerges as a technology that bridges the gap between traditional face-to-face and online communication. Unlike traditional screen-based applications, Social VR…
In exhibition hybrid spaces, scale consistency between real and virtual spaces is crucial for user immersion. However, there is currently a lack of systematic research to determine appropriate virtual-to-real mapping ratios. This study…
Virtual Reality (VR) is a promising tool for interview training, yet the psychological dynamics of group interviews, such as social comparison, remain underexplored. We investigate this phenomenon by developing an immersive VR group…
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…