Related papers: The Time Perception Control and Regulation in VR E…
Virtual Reality (VR) provides new possibilities for modern knowledge work. However, the potential advantages of virtual work environments can only be used if it is feasible to work in them for an extended period of time. Until now, there…
Visual repetition is ubiquitous in our world. It appears in human activity (sports, cooking), animal behavior (a bee's waggle dance), natural phenomena (leaves in the wind) and in urban environments (flashing lights). Estimating visual…
The use of emerging technologies like Virtual Reality (VR) in therapeutic settings has increased in the past few years. By incorporating VR, a mental health condition like depression can be assessed effectively, while also providing…
Artificial self-perception is the machine ability to perceive its own body, i.e., the mastery of modal and intermodal contingencies of performing an action with a specific sensors/actuators body configuration. In other words, the…
This paper presents our work on relationship of evaluation results between virtual environment (VE) and realistic environment (RE) for assembling tasks. Evaluation results consist of subjective results (BPD and RPE) and objective results…
A cluster of research in Affective Computing suggests that it is possible to infer some characteristics of users' affective states by analyzing their electrophysiological activity in real-time. However, it is not clear how to use the…
We investigate the transient times for the onset of control of steady states by time-delayed feedback. The optimization of control by minimising the transient time before control becomes effective is discussed analytically and numerically,…
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…
Virtual-reality simulations of curved space are most effective and most fun when presented as a game (for example, curved-space billiards), so the user not only has something to see in the curved space, but also has something fun to do…
The role of time in quantum mechanics is discussed. The differences between ordinary observables and an observable which corresponds to the time of an event is examined. In particular, the time-of-arrival of a particle to a fixed location…
Guiding robots can not only detect close-range obstacles like other guiding tools, but also extend its range to perceive the environment when making decisions. However, most existing works over-simplified the interaction between human…
The original formulation of the (weak) anthropic principle was prompted by a question about objective time at a macroscopic level, namely the age of the universe when ``anthropic'' observers such as ourselves would be most likely to emerge.…
State-of-the-art quantum simulators permit local temporal control of interactions and midcircuit readout. These capabilities open the way towards the exploration of intriguing nonequilibrium phenomena. We illustrate this with a kinetically…
Biological agents have adopted the principle of attention to limit the rate of incoming information from the environment. One question that arises is if an artificial agent has access to only a limited view of its surroundings, how can it…
Omnidirectional images (also referred to as static 360{\deg} panoramas) impose viewing conditions much different from those of regular 2D images. How do humans perceive image distortions in immersive virtual reality (VR) environments is an…
Recent discoveries in VR have opened up scope for designing physical tools and controllers to enhance immersion, through perceived reality. In a virtually simulated sports scenario it is challenging to immerse user because most of the…
In the present change blindness study subjects explored stereoscopic three dimensional (3D) environments through a virtual reality (VR) headset. A novel method that tracked the subjects' head movements was used for inducing changes in the…
The time-changing nature of our world demands processing of huge amounts of information in fast and reliable way to generate successful behaviors. Therefore, significant brain resources are devoted to process spatiotemporal information.…
Active visual perception refers to the ability of a system to dynamically engage with its environment through sensing and action, allowing it to modify its behavior in response to specific goals or uncertainties. Unlike passive systems that…
Virtual reality has been effectively used for eliciting emotions, yet most research focuses on the intensity of affective responses rather than on how interaction influences those experiences. To address this gap, we advance a validated VR…