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Locomotion in Virtual Reality (VR) is an important part of VR applications. Many scientists are enriching the community with different variations that enable locomotion in VR. Some of the most promising methods are gesture-based and do not…
Virtual Reality (VR) has rapidly become a mainstream platform for gaming and interactive experiences, yet ensuring the quality, safety, and appropriateness of VR content remains a pressing challenge. Traditional human-based quality…
Teleportation, a widely-used locomotion technique in Virtual Reality (VR), allows instantaneous movement within VR environments. Enhanced hand tracking in modern VR headsets has popularized hands-only teleportation methods, which eliminate…
Cinematic Virtual Reality (CVR) is a narrative-driven VR experience that uses head-mounted displays with a 360-degree field of view. Previous research has explored different viewing modalities to enhance viewers' CVR experience. This study…
While users could embody virtual avatars that mirror their physical movements in Virtual Reality, these avatars' motions can be redirected to enable novel interactions. Excessive redirection, however, could break the user's sense of…
Temporal realism remains a central weakness of current generative video models, as most evaluation metrics prioritize spatial appearance and offer limited sensitivity to motion. We introduce a scalable, model-agnostic framework that…
VR devices have recently been actively promoted as tools for knowledge workers and prior work has demonstrated that VR can support some knowledge worker tasks. However, only a few studies have explored the effects of prolonged use of VR…
Using mobile phone records and information theory measures, our daily lives have been recently shown to follow strict statistical regularities, and our movement patterns are to a large extent predictable. Here, we apply entropy and…
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.…
Commercial Virtual Reality (VR) transforms people's virtual experiences but introduces deceptive design opportunities that threaten user privacy. Although privacy deceptive patterns on 2D platforms are well-documented, their impacts in VR…
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…
Existing video compression (VC) methods primarily aim to reduce the spatial and temporal redundancies between consecutive frames in a video while preserving its quality. In this regard, previous works have achieved remarkable results on…
The risk of isolation in virtual reality (VR) stems from the immersive nature of the technology. VR can transport users to entirely virtual environments, often disconnecting them from the physical world and real-life interactions.…
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…
Virtual Reality (VR) is seeing increased adoption across many fields. The field of experimental cognitive science is also testing utilization of the technology combined with physiological measures such as electroencephalography (EEG) and…
Haptics in virtual reality is the emerging dimension after audiovisual experiences. Researchers designed several handheld VR controllers to simulate haptic experiences in virtual reality environments. Some of these devices, equipped to…
Virtual Reality headsets enable users to explore the environment by performing self-induced movements. The retinal velocity produced by such motion reduces the visual system's ability to resolve fine detail. We measured the impact of…
Ergonomic efficiency is essential to the mass and prolonged adoption of VR/AR experiences. While VR/AR head-mounted displays unlock users' natural wide-range head movements during viewing, their neck muscle comfort is inevitably compromised…
Virtual reality (VR) sensors capture large amounts of user data, including body motion and eye tracking, that contain personally identifying information. While privacy-enhancing techniques can obfuscate this data, incomplete privacy…
The objective of this study is to investigate the impact of several auditory feedback modalities on gait (i.e., walking patterns) in virtual reality (VR). Prior research has substantiated gait disturbances in VR users as one of the primary…