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Motion tracking "telemetry" data lies at the core of nearly all modern virtual reality (VR) and metaverse experiences. While generally presumed innocuous, recent studies have demonstrated that motion data actually has the potential to…
This investigation examined the relationships among scene complexity, workload, presence, and cybersickness in virtual reality (VR) environments. Numerous factors can influence the overall VR experience, and existing research on this matter…
Mitigating cybersickness can improve the usability of virtual reality (VR) and increase its adoption. The most widely used technique, dynamic field-of-view (FOV) restriction, mitigates cybersickness by blacking out the peripheral region of…
The occurrence of cybersickness in virtual reality (VR) significantly impairs users' perception and sense of immersion. Therefore, timely detection of cybersickness and the application of appropriate intervention strategies are crucial for…
Every human with a functioning vestibular system is capable of feeling motion sickness, but some are more vulnerable than others. Based on the leading theories explaining this condition, vulnerability should be predicted by a person's years…
Cloud virtual reality (VR) gaming traffic characteristics such as frame size, inter-arrival time, and latency need to be carefully studied as a first step toward scalable VR cloud service provisioning. To this end, in this paper we analyze…
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 known to cause a "time compression" effect, where the time spent in VR feels to pass faster than the effective elapsed time. Our goal with this research is to investigate if the physical realism of a VR experience…
Investigating cybersickness (CS) in virtual reality (VR) often requires significant resources to create the VR environment and manage other experiment-related aspects. Additionally, slight differences in VR content across studies can lead…
In this paper, we analyze how different path aspects affect a user's experience, mainly VR sickness and overall comfort, while immersed in an autonomously moving telepresence robot through a virtual reality headset. In particular, we focus…
In contrast to traditional videos, the imaging in virtual reality (VR) is 360{\deg}, and it consumes larger bandwidth to transmit video contents. To reduce bandwidth consumption, tile-based streaming has been proposed to deliver the focused…
In virtual reality (VR) games, playability and immersion levels are important because they affect gameplay, enjoyment, and performance. However, they can be adversely affected by VR sickness (VRS) symptoms. VRS can be minimized by…
This paper proposes a new objective metric of exceptional motion in VR video contents for VR sickness assessment. In VR environment, VR sickness can be caused by several factors which are mismatched motion, field of view, motion parallax,…
Virtual Reality (VR) technology has gained substantial traction and has the potential to transform a number of industries, including education, entertainment, and professional sectors. Nevertheless, concerns have arisen about the security…
We contribute an analysis of situated visualizations in motion in video games for different types of data, with a focus on quantitative and categorical data representations. Video games convey a lot of data to players, to help them succeed…
We address the black-box issue of VR sickness assessment (VRSA) by evaluating the level of physical symptoms of VR sickness. For the VR contents inducing the similar VR sickness level, the physical symptoms can vary depending on the…
With the unprecedented diffusion of virtual reality, the number of application scenarios is continuously growing. As commercial and gaming applications become pervasive, the need for the secure and convenient identification of users, often…
Virtual reality (VR) is not a new technology but has been in development for decades, driven by advances in computer technology. Currently, VR technology is increasingly being used in applications to enable immersive, yet controlled…
Virtual Reality (VR) can cause an unprecedented immersion and feeling of presence yet a lot of users experience motion sickness when moving through a virtual environment. Rollercoaster rides are popular in Virtual Reality but have to be…
This work compares three locomotion techniques for an immersive VR environment: two different types of teleporting (with and without animation) and a manual (joystick-based) technique. We tested the effect of these techniques on visual…