Related papers: Rule-based Adaptations to Control Cybersickness in…
This paper presents a novel adaptive Virtual Reality (VR) system that aims to mitigate cybersickness in immersive environments through dynamic, real-time adjustments. The system predicts cybersickness levels in real-time using a machine…
Social Virtual Reality based Learning Environments (VRLEs) such as vSocial render instructional content in a three-dimensional immersive computer experience for training youth with learning impediments. There are limited prior works that…
Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the major hypotheses for the cause of cybersickness. In this paper, we conducted a two-week-long experiment to…
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…
Virtual reality (VR) is an imminent trend in games, education, entertainment, military, and health applications, as the use of head-mounted displays is becoming accessible to the mass market. Virtual reality provides immersive experiences…
Social Virtual Reality Learning Environment (VRLE) is a novel edge computing platform for collaboration amongst distributed users. Given that VRLEs are used for critical applications (e.g., special education, public safety training), it is…
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…
Cybersickness is a drawback of virtual reality (VR), which also affects the cognitive and motor skills of the users. The Simulator Sickness Questionnaire (SSQ), and its variant, the Virtual Reality Sickness Questionnaire (VRSQ) are two…
The synergy between virtual reality (VR) and artificial intelligence (AI), specifically deep learning (DL)-based cybersickness detection models, has ushered in unprecedented advancements in immersive experiences by automatically detecting…
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…
Cybersickness remains a significant challenge in virtual reality (VR), limiting its usability across various applications. Existing mitigation strategies focus on optimising VR hardware and/or software and enhancing self-motion perception…
The security of cloud environments, such as Amazon Web Services (AWS), is complex and dynamic. Static security policies have become inadequate as threats evolve and cloud resources exhibit elasticity [1]. This paper addresses the…
Virtual Learning Environments (VLEs) are spaces designed to educate students remotely via online platforms. Although traditional VLEs such as iSocial have shown promise in educating students, they offer limited immersion that diminishes…
Identifying cybersickness in virtual reality (VR) applications such as games in a fast, precise, non-intrusive, and non-disruptive way remains challenging. Several factors can cause cybersickness, and their identification will help find its…
Reinforcement learning is a promising approach to autonomous and adaptive security management in networked systems. However, current reinforcement learning solutions for security management are mostly limited to simulation environments and…
Hands-on computing education requires a realistic learning environment that enables students to gain and deepen their skills. Available learning environments, including virtual and physical labs, provide students with real-world computer…
A plethora of recent research has proposed several automated methods based on machine learning (ML) and deep learning (DL) to detect cybersickness in Virtual reality (VR). However, these detection methods are perceived as computationally…
This paper introduces RISE, a robust individualized decision learning framework with sensitive variables, where sensitive variables are collectible data and important to the intervention decision, but their inclusion in decision making is…
This paper proposes a social regulation model for dynamic adaptation according to user characteristics in virtual interactive environments, namely the tribal theater model. The model focuses on organizational regulation and builds an…
Reinforcement Learning (RL) applications in real-world scenarios must prioritize safety and reliability, which impose strict constraints on agent behavior. Model-based RL leverages predictive world models for action planning and policy…