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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…
This preliminary study investigated user experiences in VR horror games, highlighting fear-triggering and gender-based differences in perception. By utilizing a scientifically validated and specially designed questionnaire, we successfully…
Humans make their evacuation decisions first at strategic/tactical levels, deciding their exit and route choice and then at operational level, navigating to a way-point, avoiding collisions. What influences an individuals at tactical level…
Virtual Reality (VR) moves away from well-controlled laboratory environments into public and personal spaces. As users are visually disconnected from the physical environment, interacting in an uncontrolled space frequently leads to…
Virtual reality enables users to experience real-life situations in immersive environments. Interaction methods significantly shape user experience, particularly in high fidelity simulations mimicking real world tasks. This study evaluates…
In the last few decades, numerous experiments have shown that humans do not always behave so as to maximize their material payoff. Cooperative behavior when non-cooperation is a dominant strategy (with respect to the material payoffs) is…
With rapid developments in consumer-level head-mounted displays and computer graphics, immersive VR has the potential to take online and remote learning closer to real-world settings. However, the effects of such digital transformations on…
This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible…
VR has recently been promoted as a tool for knowledge workers and studies have shown that it has the potential to improve knowledge work. However, studies on its prolonged use have been scarce. A prior study compared working in VR for one…
Autonomous driving improves traffic efficiency but presents safety challenges in complex port environments. This study investigates how environmental factors, traffic factors, and pedestrian characteristics influence interaction safety…
Few VR applications and games implement captioning of speech and audio cues, which either inhibits or prevents access of their application by deaf or hard of hearing (DHH) users, new language learners, and other caption users. Additionally,…
The sense of realism in avatar animation is a widely pursued goal in social VR applications. A common approach to enhancing realism is improving the match between avatar motion and real-world human movement. However, experience with…
In the last few decades, numerous experiments have shown that humans do not always behave so as to maximize their material payoff. Cooperative behavior when non-cooperation is a dominant strategy (with respect to the material payoffs) is…
It is difficult to conduct training and evaluate workers' postural performance by using the actual job site environment due to safety concerns. Virtual reality (VR) provides an alternative to create immersive working environments without…
In virtual reality, it is widely assumed that increased realism in hand-object interactions enhances user immersion and overall experience. However, recent studies challenge this assumption, suggesting that faithfully replicating real-world…
Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative…
With the increasing spread of AR head-mounted displays suitable for everyday use, interaction with information becomes ubiquitous, even while walking. However, this requires constant shifts of our attention between walking and interacting…
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…
Recent research has focused on the effectiveness of Virtual Reality (VR) in games as a more immersive method of interaction. However, there is a lack of robust analysis of the physiological effects between VR and flatscreen (FS) gaming.…
While virtual reality (VR) holds significant potential to revolutionize digital user interaction, how visual information is presented through VR head-mounted displays (HMDs) differs from naturalistic viewing and interactions in physical…