Related papers: Thinking Outside the Lab: VR Size & Depth Percepti…
Recently, extended reality (XR) displays including augmented reality (AR) and virtual reality (VR) have integrated eye tracking capabilities, which could enable novel ways of interacting with XR content. The vergence angle of the eyes…
In the past twelve months, our team has had to move rapidly from conducting most of our user experiments in a laboratory setting, to running experiments in the wild away from the laboratory and without direct synchronous oversight from an…
A common operation performed in Virtual Reality (VR) environments is locomotion. Although real walking can represent a natural and intuitive way to manage displacements in such environments, its use is generally limited by the size of the…
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…
As virtual reality (VR) technology becomes more pervasive, it continues to find multiple new uses beyond research laboratories. One of them is distance adult education -- the potential of VR to provide valuable education experiences is…
To proactively navigate and traverse various terrains, active use of visual perception becomes indispensable. We aim to investigate the feasibility and performance of using sparse visual observations to achieve perceptual locomotion over a…
A survey is presented focused on using pose estimation techniques in Emotional recognition using various technologies normal cameras, and depth cameras for real-time, and the potential use of VR and inputs including images, videos, and…
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…
This work aims to evaluate people's perception regarding geometric features, personalities and emotions characteristics in virtual humans. For this, we use as a basis, a dataset containing the tracking files of pedestrians captured from…
Measure user experience in MR (i.e., AR/VR) user studies is essential. Researchers apply a wide range of measuring methods using objective (e.g., biosignals, time logging), behavioral (e.g., gaze direction, movement amplitude), and…
Motivated by the astonishing capabilities of natural intelligent agents and inspired by theories from psychology, this paper explores the idea that perception gets coupled to 3D properties of the world via interaction with the environment.…
In measurement, a reference frame is needed to compare the measured object to something already known. This raises the neuroscientific question of which reference frame is used by humans when exploring the environment. Previous studies…
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…
Extended Reality (XR) technology - such as virtual and augmented reality - is now widely used in Human Computer Interaction (HCI), social science and psychology experimentation. However, these experiments are predominantly deployed in-lab…
In this study we investigated the effect of body ownership illusion-based body scaling on physics plausibility in Virtual Reality (VR). Our interest was in examining whether body ownership illusion-based body scaling could affect the…
Virtual reality (VR) is an important new technology that is fun-damentally changing the way people experience entertainment and education content. Due to the fact that most currently available VR products are one size fits all, the…
The application and implementation of collaborative embodiment in virtual reality (VR) are a critical aspect of the computer science landscape, aiming to enhance multi-user interaction and teamwork in immersive environments. A notable and…
Today's virtual reality (VR) systems and environments assume that users have typical abilities, which can make VR inaccessible to people with physical impairments. However, there is not yet an understanding of how inaccessible locomotion…
Virtual reality (VR) is increasingly used as a platform for social interaction, including as a means for older adults to maintain engagement. However, there has been limited research to examine the features of social VR that are most…
The emergence of social virtual reality (VR) experiences, such as Facebook Spaces, Oculus Rooms, and Oculus Venues, will generate increased interest from users who want to share real places (both personal and public) with their fellow users…