Related papers: Thinking Outside the Lab: VR Size & Depth Percepti…
Virtual Reality (VR) has been a beneficial training tool in fields such as advanced manufacturing. However, users may experience a high cognitive load due to various factors, such as the use of VR hardware or tasks within the VR…
Vection, the visual illusion of self-motion, provides a strong marker of the VR user experience and plays an important role in both presence and cybersickness. Traditional measurements have been conducted using questionnaires, which exhibit…
The sense of presence is central to immersive experiences in Virtual Reality (VR), and particularly salient in socially rich platforms like social VR. While prior studies have explored various aspects related to presence, less is known…
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…
One of the challenges of telepresence robotics is to provide ubiquitous social-interpersonalimmersion. In order to achieve this, there is a need to understand and model the factors that wouldallow the users to control the transmission of…
Near distances are overestimated in virtual reality, and far distances are underestimated, but an explanation for these distortions remains elusive. One potential concern is that whilst the eye rotates to look at the virtual scene, the…
Vergence is widely used as a proxy for depth perception and spatial attention in immersive and real-world eye-tracking studies. In this paper, we investigate how pupil size artefacts affect vergence estimates during real physical depth…
Nowadays, Mixed Reality (MR) headsets are a game-changer for knowledge work. Unlike stationary monitors, MR headsets allow users to work with large virtual displays anywhere they wear the headset, whether in a professional office, a public…
Unobtrusive monitoring of distances between people indoors is a useful tool in the fight against pandemics. A natural resource to accomplish this are surveillance cameras. Unlike previous distance estimation methods, we use a single,…
Engaging with natural environments and representations of nature has been shown to improve mood states and reduce cognitive decline in older adults. The current study evaluated the use of virtual reality (VR) for presenting immersive 360…
This paper presents an innovative pseudo-haptic model for weight simulation in virtual reality (VR) environments. By integrating visual feedback with voluntary exerted force through a passive haptic glove, the model creates haptic illusions…
In recent years, an increasing number of Human-Robot Interaction (HRI) approaches have been implemented and evaluated in Virtual Reality (VR), as it allows to speed-up design iterations and makes it safer for the final user to evaluate and…
Although route and exit choice in complex buildings are important aspects of pedestrian behaviour, studies predominantly investigated pedestrian movement in a single level. This paper presents an innovative VR tool that was designed to…
Context: Software engineering is becoming more and more distributed. Developers and other stakeholders are often located in different locations, departments, and countries and operating within different time zones. Most online software…
People differ in how much they move their head versus their eyes when shifting gaze, yet such tendencies remain largely unexplored in HCI. We introduce head movement tendencies as a fundamental dimension of individual difference in VR and…
The human ability to recognize when an object belongs or does not belong to a particular vision task outperforms all open set recognition algorithms. Human perception as measured by the methods and procedures of visual psychophysics from…
The large abundance of perspective camera datasets facilitated the emergence of novel learning-based strategies for various tasks, such as camera localization, single image depth estimation, or view synthesis. However, panoramic or…
Referents are often used to enhance scale perception in immersive visualizations. Common referent designs include the considerations of referent layout (side-by-side vs. in-situ) and referent size (small vs. medium vs. large). This paper…
Predicting user intentions in virtual reality (VR) is crucial for creating immersive experiences, particularly in tasks involving complex grasping motions where accurate haptic feedback is essential. In this work, we leverage time-series…
Virtual Reality (VR) is an emerging technique that provides a unique real-time experience for users. VR technologies have provided revolutionary user experiences in various scenarios (e.g., training, education, product/architecture design,…