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In real life, grasping is one of the fundamental and effective forms of interaction when manipulating objects. This holds true in the physical and virtual world; however, unlike the physical world, virtual reality (VR) is grasped in a…
Virtual Reality (VR) has shown great potential to revolutionize the market by providing users immersive experiences with freedom of movement. Compared to traditional video streaming, VR is with ultra high-definition and dynamically changes…
We present a virtual reality (VR) experience that creates a research-grade benchmark in assessing patients with active upper-limb tremor, while simultaneously offering the opportunity for patients to engage with VR experiences without their…
This paper contributes a new way to evaluate AI. Much as one might evaluate a machine in terms of its performance at chess, this approach involves evaluating a machine in terms of its performance at a game called "MAD Chairs". At the time…
From colored pixels to hyper-realistic 3D landscapes of virtual reality, video games have evolved immensely over the last few decades. However, video game input still requires two-handed dexterous finger manipulations for simultaneous…
This paper presents a Virtual Reality (VR) art therapy known as "Break Times" which aims to enhance students' mental well-being and foster creative expression. The proposed "Break Times" application mimics the art therapy sessions in the VR…
This position paper explores the possibilities and challenges of using Virtual Reality (VR) in remote user studies. Highlighting the immersive nature of VR, the paper identifies key vulnerabilities, including varying technical proficiency,…
We introduce a novel cybersecurity encounter simulator between a network defender and an attacker designed to facilitate game-theoretic modeling and analysis while maintaining many significant features of real cyber defense. Our simulator,…
This paper presents a dynamic gamification architecture for an Extended Reality Artificial Intelligence virtual training environment designed to enhance STEM education through immersive adaptive, and kinesthetic learning. The proposed…
Video games are a compelling source of annotated data as they can readily provide fine-grained groundtruth for diverse tasks. However, it is not clear whether the synthetically generated data has enough resemblance to the real-world images…
Video game playing is an extremely structured domain where algorithmic decision-making can be tested without adverse real-world consequences. While prevailing methods rely on image inputs to avoid the problem of hand-crafting state space…
Meta Quest Store: https://www.meta.com/experiences/stanford-mri-simulator/8205539289482347/ Magnetic Resonance Imaging (MRI) can be a stressful experience for pediatric patients due to the loud acoustic environment, enclosed scanner bore,…
We propose a new framework for online testing of heterogeneous treatment effects. The proposed test, named sequential score test (SST), is able to control type I error under continuous monitoring and detect multi-dimensional heterogeneous…
In the video game industry, great importance is given to the experience that the user has while playing a game. In particular, this experience benefits from the players' perceived sense of being in the game or immersion. The level of user…
Stereotactic body radiation therapy (SBRT) refers to focusing high-energy rays in three-dimensional space on the tumor lesion area, reducing the dose received by surrounding normal tissues, which can effectively improve the local control…
Variable frame timing (VFT), or changes in the time intervals between discrete frame images displayed to users, deviates from our traditional conceptualization of frame rate in which all frame times are equal. With the advent of variable…
The extensive-form game has been studied considerably in recent years. It can represent games with multiple decision points and incomplete information, and hence it is helpful in formulating games with uncertain inputs, such as poker. We…
The amount of interest in Virtual Reality (VR) research has significantly increased over the past few years, both in academia and industry. The release of commercial VR Head-Mounted Displays (HMDs) has been a major contributing factor.…
Sepsis is a life-threatening infectious syndrome associated with high mortality in intensive care units (ICUs). Early and accurate sepsis prediction (SP) is critical for timely intervention, yet remains challenging due to subtle early…
This work-in-progress paper discusses the use of student-centered pedagogy to teach clinical oculomotor examination via Virtual Reality (VR). Traditional methods, such as PowerPoint slides and lab activities, are often insufficient for…