Related papers: Comfort and Sickness while Virtually Aboard an Aut…
In this paper, we show that Virtual Reality (VR) sickness is associated with a reduction in attention, which was detected with the P3b Event-Related Potential (ERP) component from electroencephalography (EEG) measurements collected in a…
Virtual reality head-mounted displays (VR HMDs) have become a popular platform for gaming. However, simulator sickness (SS) is still an impediment to VR's wider adoption, particularly in gaming. It can induce strong discomfort and impair…
Virtual Reality (VR) sickness commonly known as cybersickness is one of the major problems for the comfortable use of VR systems. Researchers have proposed different approaches for predicting cybersickness from bio-physiological data (e.g.,…
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…
Augmented Virtuality integrates physical content into virtual environments, but the occlusion of physical by virtual content is a challenge. This unwanted occlusion may disrupt user interactions with physical devices and compromise safety…
Teleoperation is increasingly recognized as a viable solution for deploying robots in hazardous environments. Controlling a robot to perform a complex or demanding task may overload operators resulting in poor performance. To design a robot…
The objectives of this qualitative research were to study the model of 360-degree virtual reality travel media, to compare appropriateness of moving 360-degree virtual reality travel media for elderly with both still and moving cameras, and…
Cybersickness significantly impacts the user experience in VR applications. Locomotion tunneling is a widely adopted technique for mitigating cybersickness in susceptible users. However, there is a lack of research investigating the effects…
This research explores how different virtual work environments, differing in the type and amount of elements they include, impact users' flow, performance, emotional state, and preferences. Pre-study interviews were conducted to inform the…
Ensuring that robot navigation is safe and socially acceptable is crucial for comfortable human-robot interaction in shared environments. However, existing validation methods often rely on a bird's-eye (allocentric) perspective, which fails…
Virtual Reality (VR) is increasingly used for training and demonstration purposes including a variety of applications ranging from robot learning to rehabilitation. However, the choice of input device and its visualization might influence…
Passengers of level 3-5 autonomous personal mobility vehicles (APMV) can perform non-driving tasks, such as reading books and smartphones, while driving. It has been pointed out that such activities may increase motion sickness, especially…
Head motion is a key determinant of motion comfort and differs substantially from seat motion due to seat and body compliance and dynamic postural stabilization. This paper compares different human body model fidelities to transmit seat…
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 article deals with the specific context of an autonomous car navigating in an urban center within a shared space between pedestrians and cars. The driver delegates the control to the autonomous system while remaining seated in the…
This article outlines the architecture of autonomous driving and related complementary frameworks from the perspective of human comfort. The technical elements for measuring Autonomous Vehicle (AV) user comfort and psychoanalysis are listed…
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…
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…
Telepresence robots enable users to interact with remote environments, but efficient and intuitive navigation remains a challenge. In this work, we developed and evaluated a shared control method, in which the robot navigates autonomously…
There are over a hundred virtual reality (VR) locomotion techniques that exist today, with new ones being designed as VR technology evolves. The different ways of controlling locomotion techniques (e.g., gestures, button inputs, body…