Related papers: Using Trajectory Compression Rate to Predict Chang…
It is well known that locomotion-dominated navigation tasks may highly provoke cybersickness effects. Past research has proposed numerous approaches to tackle this issue based on offline considerations. In this work, a novel approach to…
Achieving a high level of immersion and adaptation in virtual reality (VR) requires precise measurement and representation of user state. While extrinsic physical characteristics such as locomotion and pose can be accurately tracked in…
When we get lost in Virtual Reality (VR) or want to return to a previous location, we use the same methods of locomotion for the way back as for the way forward. This is time-consuming and requires additional physical orientation changes,…
Augmented reality is projected to be a primary mode of information consumption on the go, seamlessly integrating virtual content into the physical world. However, the potential perceptual demands of viewing virtual annotations while…
Virtual Production (VP) technologies have continued to improve the flexibility of on-set filming and enhance the live concert experience. The core technology of VP relies on high-resolution, high-brightness LED panels to playback/render…
Deep learning (DL)-based automated cybersickness detection methods, along with adaptive mitigation techniques, can enhance user comfort and interaction. However, recent studies show that these DL-based systems are susceptible to adversarial…
A significant challenge for future virtual reality (VR) applications is to deliver high quality-of-experience, both in terms of video quality and responsiveness, over wireless networks with limited bandwidth. This paper proposes to address…
Change blindness is a phenomenon where an individual fails to notice alterations in a visual scene when a change occurs during a brief interruption or distraction. Understanding this phenomenon is specifically important for the technique…
Collective behavior, both in real biological systems as well as in theoretical models, often displays a rich combination of different kinds of order. A clear-cut and unique definition of "phase" based on the standard concept of order…
Adaptive Virtual Reality (VR) systems have the potential to enhance training and learning experiences by dynamically responding to users' cognitive states. This research investigates how eye tracking and heart rate variability (HRV) can be…
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…
Recent advances in immersive technology have opened new possibilities in sports training, especially for activities requiring precise motor skills, such as tennis. In this paper, we present a virtual reality (VR) tennis training system…
Dimensionality reduction, a form of compression, can simplify representations of information to increase efficiency and reveal general patterns. Yet, this simplification also forfeits information, thereby reducing representational capacity.…
Virtual Reality (VR) technologies offer immersive experiences but collect substantial user data. While deceptive design is well-studied in 2D platforms, little is known about its manifestation in VR environments and its impact on user…
Virtual Reality (VR) technology has become increasingly popular in recent years as a key enabler of the Metaverse. VR applications have unique characteristics, including the revolutionized human-computer interaction mechanisms, that…
With the advancements in automated driving, there is concern that motion sickness will increase as non-driving-related tasks increase. Therefore, techniques to reduce motion sickness have drawn much attention. Research studies have…
Recent discoveries in VR have opened up scope for designing physical tools and controllers to enhance immersion, through perceived reality. In a virtually simulated sports scenario it is challenging to immerse user because most of the…
Virtual reality (VR) can create compelling experiences that evoke presence, the sense of ``being there.'' However, problems in rendering can create sensorimotor disruptions that undermine presence and task performance. Presence is typically…
Presence is an important and widely used metric to measure the quality of virtual reality (VR) applications. Given the multifaceted and subjective nature of presence, the most common measures for presence are questionnaires. But there is…
Over the past few years, the concept of VR has attracted increasing interest thanks to its extensive industrial and commercial applications. Currently, the 3D models of the virtual scenes are generally stored in the VR visor itself, which…