Related papers: Auditory Feedback to Make Walking in Virtual Reali…
External feedback in the form of visual, auditory and tactile cues has been used to assist patients to overcome mobility challenges. However, these cues can become less effective over time. There is limited research on adapting cues to…
In recent decades, running has become an increasingly popular pastime activity due to its accessibility, ease of practice, and anticipated health benefits. However, the risk of running-related injuries is substantial for runners of…
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…
Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative…
As social VR applications grow in popularity, blind and low vision users encounter continued accessibility barriers. Yet social VR, which enables multiple people to engage in the same virtual space, presents a unique opportunity to allow…
Neurological gait disorders affect a large population, significantly reducing life quality. This paper brings a foundational understanding to the potentials of emerging sensing modalities (e.g., WiFi) for gait disorder assessment, via…
Approximately 200 million individuals around the world suffer from varying degrees of visual impairment, making it crucial to leverage AI technology to offer walking assistance for these people. With the recent progress of vision-language…
To advance the development of assistive and rehabilitation robots, it is essential to conduct experiments early in the design cycle. However, testing early prototypes directly with users can pose safety risks. To address this, we explore…
Large curved displays inside Virtual Reality environments are becoming popular for visualizing high-resolution content during analytical tasks, gaming or entertainment. Prior research showed that such displays provide a wide field of view…
Few VR applications and games implement captioning of speech and audio cues, which either inhibits or prevents access of their application by deaf or hard of hearing (DHH) users, new language learners, and other caption users. Additionally,…
The present study investigates users' movement behavior in a virtual environment when they attempted to avoid a virtual character. At each iteration of the experiment, four conditions (Self-Avatar LookAt, No Self-Avatar LookAt, Self-Avatar…
We present nuReality, a virtual reality 'VR' environment designed to test the efficacy of vehicular behaviors to communicate intent during interactions between autonomous vehicles 'AVs' and pedestrians at urban intersections. In this…
Visual search is a core component of mixed reality (MR) interactions, influenced by the complexities of MR application contexts. In this paper, we investigate how prevalent factors in MR influence visual search performance and spatial…
Virtual content in Augmented Reality (AR) applications can be constructed according to the designer's requirements, but real environments, are difficult to be accurate control or completely reproduce. This makes it difficult to prototype AR…
This study evaluates the usage of virtual reality (VR) technologies as a teaching tool in oral placement therapy, a subset of speech therapy. The researcher distributed instructional videos using traditional lecture and modified…
An increasing number of studies employ virtual reality (VR) to evaluate interactions between autonomous vehicles (AVs) and pedestrians. VR simulators are valued for their cost-effectiveness, flexibility in developing various traffic…
While virtual reality (VR) holds significant potential to revolutionize digital user interaction, how visual information is presented through VR head-mounted displays (HMDs) differs from naturalistic viewing and interactions in physical…
Knowing who is in one's vicinity is key to managing privacy in everyday environments, but is challenging for people with visual impairments. Wearable cameras and other sensors may be able to detect such information, but how should this…
As augmented reality (AR) becomes increasingly prevalent in mobile and context-aware applications, the role of auditory cues in guiding users through physical environments is becoming critical. This study investigates the effectiveness and…
Haptic feedback in virtual reality (VR) allows users to perceive the physical properties of virtual objects (e.g., their weight and motion patterns). However, the lack of haptic sensations deteriorates users' immersion and overall…