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People differ in how much they move their head versus their eyes when shifting gaze, yet such tendencies remain largely unexplored in HCI. We introduce head movement tendencies as a fundamental dimension of individual difference in VR and…
This article explores a critical gap in Mixed Reality (MR) technology: while advances have been made, MR still struggles to authentically replicate human embodiment and socio-motor interaction. For MR to enable truly meaningful social…
The rapid progress in AI and Robotics may lead to a profound societal transformation, as humans and robots begin to coexist within shared communities, introducing both opportunities and challenges. To explore this future, we present Virtual…
The boom of commercial social virtual reality (VR) platforms in recent years has signaled the growth and wide-spread adoption of consumer VR. Social VR platforms draw aspects from traditional 2D virtual worlds where users engage in various…
The transformation of urban environments to accommodate growing populations has profoundly impacted public health and well-being. This paper addresses the critical challenge of estimating the impact of urban design interventions on diverse…
Virtual reality (VR) is increasingly used as a platform for social interaction, including as a means for older adults to maintain engagement. However, there has been limited research to examine the features of social VR that are most…
Virtual environments provide a rich and controlled setting for collecting detailed data on human behavior, offering unique opportunities for predicting human trajectories in dynamic scenes. However, most existing approaches have overlooked…
A lot of work in social virtual reality, including our own group's, has focused on effectiveness of specific social behaviours such as eye-gaze, turn taking, gestures and other verbal and non-verbal cues. We have built upon these to look at…
Blind people use artificial intelligence-enabled visual assistance technologies (AI VAT) to gain visual access in their everyday lives, but these technologies are embedded with errors that may be difficult to verify non-visually. Previous…
Since the popularisation of the Internet in the 1990s, the cyberspace has kept evolving. We have created various computer-mediated virtual environments including social networks, video conferencing, virtual 3D worlds (e.g., VR Chat),…
Manufacturing is using Virtual Reality tools to enhance the product life cycle. Their definitions are still in flux and it is necessary to define their connections. Thus, firstly, we will introduce more closely some definitions where we…
Designing effective user interfaces (UIs) for virtual reality (VR) is essential to enhance user immersion, usability, comfort, and accessibility in virtual environments. Despite the growing adoption of VR across domains, there is a…
Digital technology is everywhere for the benefit of our daily and professional life. It strongly impacts our life and was crucial to maintain professional and social activities during the COVID19 crisis. Similarly, digital technologies are…
Recently, great progress has been made in virtual reality(VR) research and application. However, virtual reality faces a big problem since its appearance, i.e. discomfort (nausea, stomach awareness, etc). Discomfort can be relieved by…
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…
Virtual reality (VR) systems have the potential to be an innovation in the field of e-learning. Starting with fully functional e-classes, VR technologies can be used to build entire e-campuses. The power of VR is that it allows for stronger…
Rapidly growing virtual reality (VR) technologies and techniques have gained importance over the past few years, and academics and practitioners have been searching for efficient visualizations in VR. To date, emphasis has been on the…
When deploying interactive agents like (social) robots in public spaces they need to be able to interact with a diverse audience, with members each having individual diversity characteristics and prior experiences with interactive systems.…
Data-centric technologies provide exciting opportunities, but recent research has shown how lack of representation in datasets, often as a result of systemic inequities and socioeconomic disparities, can produce inequitable outcomes that…
We consider how fair treatment in society for people with disabilities might be impacted by the rise in the use of artificial intelligence, and especially machine learning methods. We argue that fairness for people with disabilities is…