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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…

Human-Computer Interaction · Computer Science 2021-08-24 Diego Monteiro , Hai-Ning Liang , Xiaohang Tang , Pourang Irani

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…

Human-Computer Interaction · Computer Science 2024-12-20 Michael Abia

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…

Human-Computer Interaction · Computer Science 2025-10-10 Rachel L. Franz , Jacob O. Wobbrock

Mobile telepresence robots allow users to feel present and explore remote environments using technology. Traditionally, these systems are implemented using a camera onboard a mobile robot that can be controlled. Although high-immersion…

Robotics · Computer Science 2025-08-19 Eetu Laukka , Evan G. Center , Timo Ojala , Steven M. LaValle , Matti Pouke

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…

Computer Vision and Pattern Recognition · Computer Science 2021-04-15 Hak Gu Kim , Sangmin Lee , Seongyeop Kim , Heoun-taek Lim , Yong Man Ro

Assistive robotic devices can increase the independence of individuals with motor impairments. However, each person is unique in their level of injury, preferences, and skills, which moreover can change over time. Further, the amount of…

Robotics · Computer Science 2020-08-04 Mahdieh Nejati Javaremi , Brenna D. Argall

Using virtual reality (VR) head-mounted displays (HMDs) can induce VR sickness. VR sickness can cause strong discomfort, decrease users' presence and enjoyment, especially in games, shorten the duration of the VR experience, and can even…

Human-Computer Interaction · Computer Science 2021-03-10 Rongkai Shi , Hai-Ning Liang , Yu Wu , Difeng Yu , Wenge Xu

Background: Given that VR is applied in multiple domains, understanding the effects of cyber-sickness on human cognition and motor skills and the factors contributing to cybersickness gains urgency. This study aimed to explore the…

Human-Computer Interaction · Computer Science 2024-02-05 Panagiotis Kourtesis , Agapi Papadopoulou , Petros Roussos

Telepresence robots (TPRs) are versatile, remotely controlled vehicles that enable physical presence and human-to-human interaction over a distance. Thanks to improving hardware and dropping price points, TPRs enjoy the growing interest in…

Human-Computer Interaction · Computer Science 2020-07-10 Hamed Z. Jahromi , Ivan Bartolec , Edwin Gamboa , Andrew Hines , Raimund Schatz

Autonomous personal mobility vehicles (APMVs) are novel smart mobility devices designed to provide automated individual transportation in indoor or mixed-traffic environments. However, in such environments, frequent pedestrian avoidance…

Human-Computer Interaction · Computer Science 2026-03-24 Yuya Ide , Hailong Liu , Takahiro Wada

People feel attached to places that are meaningful to them, which psychological research calls "place attachment." Place attachment is associated with self-identity, self-continuity, and psychological well-being. Even small cues, including…

Human-Computer Interaction · Computer Science 2025-01-08 Yaxin Hu , Anjun Zhu , Catalina L. Toma , Bilge Mutlu

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,…

Computer Vision and Pattern Recognition · Computer Science 2018-04-12 Hak Gu Kim , Wissam J. Baddar , Heoun-taek Lim , Hyunwook Jeong , Yong Man Ro

Companies all over the world started to produce and sell telepresence robots in the last decade. Users of these robots have to plan their way to avoid collisions and control the speed of the robot to move it to destination point. This…

Robotics · Computer Science 2017-09-26 Dmitry Suvorov , Roman Zhukov , Dzmitry Tsetserukou , Anton Evmenenko , Boris Goldstein

Virtual environments (VEs) are increasingly used for immersive experiences, training simulations, and entertainment, yet factors such as height perception and user stance can significantly influence user experience (UX). Height perception…

Human-Computer Interaction · Computer Science 2026-03-02 Tanja Kojić , Nathan Kirchner , Maurizio Vergari , Maximilian Warsinke , Sebastian Möller , Jan-Niklas Voigt-Antons

Extended exposure to virtual reality environments can induce motion sickness, often referred to as cybersickness, which may lead to physiological stress responses and impaired cognitive performance. This study investigates the aftereffects…

Human-Computer Interaction · Computer Science 2026-02-03 Daniel Zielasko , Ben Rehling , Bernadette von Dawans , Gregor Domes

Virtual locomotion technique (VLT) is a fundamental component of virtual reality (VR) systems that translates physical and controller inputs into virtual translational movements and viewpoint transitions. Poorly designed VLTs can result in…

Human-Computer Interaction · Computer Science 2024-11-15 Armin Mostafavi , Zhiwen Qiu , Tong Bill Xu , Saleh Kalantari

Virtual reality (VR) is an important new technology that is fun-damentally changing the way people experience entertainment and education content. Due to the fact that most currently available VR products are one size fits all, the…

Human-Computer Interaction · Computer Science 2019-04-18 Zhijiong Huang , Yu Zhang , Kathryn C. Quigley , Ramya Sankar , Clemence Wormser , Xinxin Mo , Allen Y. Yang

Effective and fluent close-proximity human-robot interaction requires understanding how humans get habituated to robots and how robot motion affects human comfort. While prior work has identified humans' preferences over robot motion…

Robotics · Computer Science 2023-08-04 Pierce Howell , Jack Kolb , Yifan Liu , Harish Ravichandar

Passengers (drivers) of level 3-5 autonomous personal mobility vehicles (APMV) and cars can perform non-driving tasks, such as reading books and smartphones, while driving. It has been pointed out that such activities may increase motion…

Human-Computer Interaction · Computer Science 2025-11-25 Hailong Liu , Shota Inoue , Takahiro Wada

Virtual Reality (VR) is gaining ground in the robotics and teleoperation industry, opening new prospects as a novel computerized methodology to make humans interact with robots. In contrast with more conventional button-based…

Human-Computer Interaction · Computer Science 2022-12-15 Federica Nenna , Davide Zanardi , Luciano Gamberini