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Immersive environments enable users to engage in embodied interaction, enhancing the sensemaking processes involved in completing tasks such as immersive analytics. Previous comparative studies on immersive analytics using augmented and…
Despite the value of VR (Virtual Reality) for educational purposes, the instructional power of VR in Biology Laboratory education remains under-explored. Laboratory lectures can be challenging due to students' low motivation to learn…
This essay, written in 1998 by an active participant in both virtual reality development and the virtual reality definition debate, discusses the definition of the phrase "Virtual Reality" (VR). I start with history from a personal…
Virtual Reality (VR) has emerged as a potential solution for mitigating bias in a job interview by hiding the applicants' demographic features. The current study examines the use of a gender-swapped avatar in a virtual job interview that…
The emergence of social virtual reality (VR) experiences, such as Facebook Spaces, Oculus Rooms, and Oculus Venues, will generate increased interest from users who want to share real places (both personal and public) with their fellow users…
We introduce a novel framework for quantifying mental and emotional states over time by combining virtual reality (VR) exposure with EEG recordings. Participants experienced a stress-inducing work scenario in VR, originally designed as a…
With the increasing availability of modern virtual reality (VR) headsets, the use and applications of VR technology for gaming purposes have become more pervasive than ever. Despite the growing popularity of VR gaming, user studies into how…
Understanding thermal regulation and subjective perception of temperature is crucial for improving thermal comfort and human energy consumption in times of global warming. Previous work shows that an environment's color temperature affects…
With the heightened digitization of the workplace, alongside the rise of remote and hybrid work prompted by the pandemic, there is growing corporate interest in using passive sensing technologies for workplace wellbeing. Existing research…
Although the use of technologies like multimedia and virtual reality (VR) in training offer the promise of improved learning, these richer and potentially more engaging materials do not consistently produce superior learning outcomes.…
Virtual environments (VEs) are increasingly used for immersive experiences, training simulations, and entertainment, yet factors such as height perception and user stance can significantly influence user experience (UX). Height perception…
Increasing advances in affordable consumer hardware and accessible software frameworks are now bringing Virtual Reality (VR) to the masses. Especially collaborative VR applications where different people can work together are gaining…
Virtual and Augmented Reality have the potential to change information work. The ability to modify the workers senses can transform everyday environments into a productive office, using portable head-mounted displays combined with…
Plasma physics simulations create complex datasets for which researchers need state-of-the-art visualization tools to gain insights. These datasets are 3D in nature but are commonly depicted and analyzed using 2D idioms displayed on 2D…
The computational notebook serves as a versatile tool for data analysis. However, its conventional user interface falls short of keeping pace with the ever-growing data-related tasks, signaling the need for novel approaches. With the rapid…
A significant problem with immersive virtual reality (IVR) experiments is the ability to compare research conditions. VR kits and IVR environments are complex and diverse but researchers from different fields, e.g. ICT, psychology, or…
Augmented reality (AR) has the potential to fundamentally change how people engage with increasingly interactive urban environments. However, many challenges exist in designing and evaluating these new urban AR experiences, such as…
Although extended reality technologies have enjoyed an explosion in popularity in recent years, few applications are effectively used outside the entertainment or academic contexts. This work consists of a literature review regarding the…
This chapter explores the practice of conducting user research studies and design assessments in virtual reality (VR). An overview of key VR hardware and software tools is provided, including game engines, such as Unity and Unreal Engine.…
The risk of isolation in virtual reality (VR) stems from the immersive nature of the technology. VR can transport users to entirely virtual environments, often disconnecting them from the physical world and real-life interactions.…