Related papers: An Open Platform for Research about Cognitive Load…
We introduce an open-source system called SIGMA (short for "Situated Interactive Guidance, Monitoring, and Assistance") as a platform for conducting research on task-assistive agents in mixed-reality scenarios. The system leverages the…
We present a novel multimodal dataset for Cognitive Load Assessment in REal-time (CLARE). The dataset contains physiological and gaze data from 24 participants with self-reported cognitive load scores as ground-truth labels. The dataset…
With the proliferation of consumer virtual reality (VR) headsets and creative tools, content creators have started to experiment with new forms of interactive audience experience using immersive media. Understanding user attention and…
Societal cognitive overload, driven by the deluge of information and complexity in the AI age, poses a critical challenge to human well-being and societal resilience. This paper argues that mitigating cognitive overload is not only…
There is a sensory gulf between the Earth that humans inhabit and the digital realms in which modern AI agents are created. To develop AI agents that can sense, think, and act as flexibly as humans in real-world settings, it is imperative…
This paper presents MOCAS, a multimodal dataset dedicated for human cognitive workload (CWL) assessment. In contrast to existing datasets based on virtual game stimuli, the data in MOCAS was collected from realistic closed-circuit…
One of the current AI issues depicted in popular culture is the fear of conscious super AIs that try to take control over humanity. And as computational power goes upwards and that turns more and more into a reality, understanding…
When collaborating face-to-face, people commonly use the surfaces and spaces around them to perform sensemaking tasks, such as spatially organising documents, notes or images. However, when people collaborate remotely using desktop…
How do we evaluate experiences in immersive environments? Despite decades of research in immersive technologies such as virtual reality, the field remains fragmented. Studies rely on overlapping constructs, heterogeneous instruments, and…
The growing demand for accessible therapeutic options has led to the exploration of Virtual Reality (VR) as a platform for forest bathing, which aims to reduce stress and improve cognitive functions. This paper brings together findings from…
As robots become increasingly prominent in diverse industrial settings, the desire for an accessible and reliable system has correspondingly increased. Yet, the task of meaningfully assessing the feasibility of introducing a new robotic…
Background/Context: Currently, the usual interface for visualizing data is based on 2-D screens. Recently, devices capable of visualizing data while immersed in VR scenes are becoming common. However, it has not been studied in detail to…
Software bots operating in multiple virtual digital platforms must understand the platforms' affordances and behave like human users. Platform affordances or features differ from one application platform to another or through a life cycle,…
Educational games are being increasingly used to support self-paced learning. However, educators and system designers often face challenges in monitoring student affect and cognitive load. Existing assessments in game-based learning…
We propose VRGym, a virtual reality testbed for realistic human-robot interaction. Different from existing toolkits and virtual reality environments, the VRGym emphasizes on building and training both physical and interactive agents for…
User experience research often uses surveys and interviews, which may miss subconscious user interactions. This study explores eye-tracking and biometric feedback as tools to assess user engagement and cognitive load in digital interfaces.…
As large language models (LLMs) continue to improve in reasoning and decision-making, there is a growing need for realistic and interactive environments where their abilities can be rigorously evaluated. We present VirtualEnv, a…
It is clear, from the major press coverage that Virtual Reality (VR) development is garnering, that there is a huge amount of development interest in VR across multiple industries, including video streaming, gaming and simulated learning.…
Using virtual reality (VR) head-mounted displays (HMDs) can induce VR sickness. VR sickness can cause strong discomfort, decrease users' presence and enjoyment, especially in games, shorten the duration of the VR experience, and can even…
Virtual Reality (VR) can cause an unprecedented immersion and feeling of presence yet a lot of users experience motion sickness when moving through a virtual environment. Rollercoaster rides are popular in Virtual Reality but have to be…