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Few VR applications and games implement captioning of speech and audio cues, which either inhibits or prevents access of their application by deaf or hard of hearing (DHH) users, new language learners, and other caption users. Additionally,…
Visually-induced motion sickness (VIMS), a side effect of perceived motion caused by visual stimulation, is a major obstacle to the widespread use of Virtual Reality (VR). Along with scene object information, visual stimulation can be…
Virtual reality (VR) can enrich neuropsychological testing, yet the ergonomic trade-offs of its input modes remain under-examined. Seventy-seven healthy volunteers-young (19-29 y) and middle-aged (35-56 y)-completed a VR Trail-Making Test…
In this paper, we explore the design and use of conversational telepresence robots to help homebound older adults interact with the external world. An initial needfinding study (N=8) using video vignettes revealed older adults' experiential…
Driven by the games community, virtual reality setups have lately evolved into affordable and consumer-ready mobile headsets. However, despite these promising improvements, it remains challenging to convey immersive and engaging VR games as…
Speed and consistency of target-shifting play a crucial role in human ability to perform complex tasks. Shifting our gaze between objects of interest quickly and consistently requires changes both in depth and direction. Gaze changes in…
Human transports in hospitals are labor-intensive and primarily performed in beds to save time. This transfer method does not promote the mobility or autonomy of the patient. To relieve the caregivers from this time-consuming task, a mobile…
This paper analyzes the distracted pedestrians' waiting time before crossing the road in three conditions: 1) not distracted, 2) distracted with a smartphone and 3) distracted with a smartphone in the presence of virtual flashing LED lights…
This study aims to better understand the emotional and physiological correlates of being caressed in VR depending on the type of multisensory feedback provided and the animate or inanimate nature of the virtual representation that touches…
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…
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,…
Users of automated vehicles will move away from being drivers to passengers, preferably engaged in other activities such as reading or using laptops and smartphones, which will strongly increase susceptibility to motion sickness. Similarly,…
Objective. Evaluate the feasibility of Virtual Reality (VR) wayfinding training with aging adults, and examine the impact of the training on wayfinding performance. Design. Design involved wayfinding tasks in a study with three groups:…
Proxemics, the study of spatial behavior, is fundamental to social interaction and increasingly relevant for virtual reality (VR) applications. While previous research has established that users respond to personal space violations in VR…
Remote patient monitoring (RPM) is the use of digital technologies to improve patient care at a distance. However, current RPM solutions are often biased toward tech-savvy patients. To foster health equity, researchers have studied how to…
Virtual reality (VR) allows users to see and manipulate virtual scenes and items through input devices, like head-mounted displays. In this study, the effects of button size, spacing, and depth on the usability of virtual buttons in VR…
Virtual Reality (VR) technology has been proliferating in the last decade, especially in the last few years. However, Simulator Sickness (SS) still represents a significant problem for its wider adoption. Currently, the most common way to…
Motion tracking "telemetry" data lies at the core of nearly all modern virtual reality (VR) and metaverse experiences. While generally presumed innocuous, recent studies have demonstrated that motion data actually has the potential to…
Privacy-sensitive robotics is an emerging area of HRI research. Judgments about privacy would seem to be context-dependent, but none of the promising work on contextual "frames" has focused on privacy concerns. This work studies the impact…
Automated Guided Vehicles (AGV) in factory automation are increasingly capable of moving autonomously in close proximity to human workers. While their physical safety is regulated by standards and directives, perceived safety and workers…