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This manuscript presents initial findings critical for supporting augmented acoustics experiments in custom-made hearing booths, addressing a key challenge in ensuring perceptual validity and experimental rigor in these highly sensitive…
Presence is an important and widely used metric to measure the quality of virtual reality (VR) applications. Given the multifaceted and subjective nature of presence, the most common measures for presence are questionnaires. But there is…
Sign language (SL) is an essential mode of communication for Deaf and Hard-of-Hearing (DHH) individuals. Its education remains limited by the lack of qualified instructors, insufficient early exposure, and the inadequacy of traditional…
The auditory sense of humans is important when it comes to navigation. The importance is especially high in cases when an object of interest is visually partly or fully covered. Interactions with users of technology are mainly focused on…
In multimedia applications such as films and video games, spatial audio techniques are widely employed to enhance user experiences by simulating 3D sound: transforming mono audio into binaural formats. However, this process is often complex…
Understanding which factors could influence co-presence in Virtual Reality could help develop more qualitative social interactions, or social interactions that generate similar sensations, emotions and feelings than the ones generated…
Presence in virtual reality (VR), the subjective sense of "being there" in a virtual environment, is notoriously difficult to measure. Electroencephalography (EEG) may offer a promising, unobtrusive means of assessing a user's momentary…
Virtual locomotion technique (VLT) is a fundamental component of virtual reality (VR) systems that translates physical and controller inputs into virtual translational movements and viewpoint transitions. Poorly designed VLTs can result in…
Virtual Reality (VR) provides immersive experiences in the virtual world, but it may reduce users' awareness of physical surroundings and cause safety concerns and psychological discomfort. Hence, there is a need of an ambient information…
The effectiveness of simple sensory cues for retraining gait have been demonstrated, yet the feasibility of humanoid avatars for entrainment have yet to be investigated. Here, we describe the development of a novel method of visually cued…
With rapid developments in consumer-level head-mounted displays and computer graphics, immersive VR has the potential to take online and remote learning closer to real-world settings. However, the effects of such digital transformations on…
While Virtual Reality (VR) systems have become increasingly immersive, they still rely predominantly on visual input, which can constrain perceptual performance when visual information is limited. Incorporating additional sensory…
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…
In this study, we explore how spatial configurations can be reflected in determining the threshold range of Relative Translation Gains (RTGs), a translation gain-based Redirected Walking (RDW) technique that scales the user's movement in…
Modern healthcare domain incorporates a feature of digital accessibility to ensure seamless flow of online services for the patients. However, this feature of digital accessibility poses a challenge particularly for patients with…
Accurately instructing posture and the position of the body's center of gravity is challenging. In this study, we propose a system that utilizes haptic feedback to induce the Center of Pressure (CoP) movement. The Wii Balance Board is…
Haptic feedback has become crucial to enhance the user experiences in Virtual Reality (VR). This justifies the sudden burst of novel haptic solutions proposed these past years in the HCI community. This article is a survey of Virtual…
This paper provided empirical knowledge of the user experience for using collaborative visualization in a distributed asymmetrical setting through controlled user studies. With the ability to access various computing devices, such as…
Human sensory processing is sensitive to the proximity of stimuli to the body. It is therefore plausible that these perceptual mechanisms also modulate the detectability of content in VR, depending on its location. We evaluate this in a…
Augmented Reality (AR) offers promising opportunities to enhance learning, but its mechanisms and effects are not yet fully understood. As learning becomes increasingly personalized, considering individual learner characteristics becomes…