Related papers: Auditory Feedback to Make Walking in Virtual Reali…
Recent research has increasingly focused on how autonomous vehicles (AVs) communicate with pedestrians in complex traffic situations involving multiple vehicles and pedestrians. VR is emerging as an effective tool to simulate these…
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…
In this paper, we show that Virtual Reality (VR) sickness is associated with a reduction in attention, which was detected with the P3b Event-Related Potential (ERP) component from electroencephalography (EEG) measurements collected in a…
The disruption to tourism and travel caused by the COVID-related health crisis highlighted the potential of virtual tourism to provide a universally accessible way to engage in cultural experiences. 360-degree virtual tours, showing a…
The increasing availability and diversity of virtual reality (VR) applications highlighted the importance of their usability. Function-oriented VR applications posed new challenges that are not well studied in the literature. Moreover, user…
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…
Stroke patients often experience upper limb impairments that restrict their mobility and daily activities. Physical therapy (PT) is the most effective method to improve impairments, but low patient adherence and participation in PT…
Changes in body perception influence behavior and emotion and can be induced through multisensory feedback. Auditory feedback to one's actions can trigger such alterations; however, it is unclear which individual factors modulate these…
Despite extensive use in related domains, Virtual Reality (VR) for generalised anxiety disorder (GAD) has received little previous attention. We report upon a VR environment created for the Oculus Rift and Unreal Engine 4 (UE4) to…
Virtual Reality (VR) technology has become increasingly popular in recent years as a key enabler of the Metaverse. VR applications have unique characteristics, including the revolutionized human-computer interaction mechanisms, that…
Mid-air interaction is one of the promising interaction modalities in virtual reality (VR) due to its merits in naturalness and intuitiveness, but the interaction suffers from the lack of haptic feedback as no force or vibrotactile feedback…
Virtual and augmented reality communication platforms are seen as promising modalities for next-generation remote face-to-face interactions. Our study attempts to explore non-verbal communication features in relation to their conversation…
Virtual reality (VR) has been increasingly utilised as a simulation tool for human-robot interaction (HRI) studies due to its ability to facilitate fast and flexible prototyping. Despite efforts to achieve high validity in VR studies,…
We present a novel metric to analyze the similarity between the physical environment and the virtual environment for natural walking in virtual reality. Our approach is general and can be applied to any pair of physical and virtual…
While users could embody virtual avatars that mirror their physical movements in Virtual Reality, these avatars' motions can be redirected to enable novel interactions. Excessive redirection, however, could break the user's sense of…
Disabled people experience many barriers in daily life, but non-disabled people rarely pause to reflect and engage in joint action to advocate for access. In this demo, we explore the potential of Virtual Reality (VR) to sensitize…
Gestures are central to human communication, enriching interactions through non-verbal expression. Virtual avatars increasingly use AI-generated gestures to enhance life-likeness, yet evaluations have largely been confined to 2D. Virtual…
The rise of wearable smart devices raises unprecedented opportunities for self-improvement through ubiquitous behavior tracking and guidance. However, the design of effective wearable behavior intervention systems remains relatively…
In the last years several solutions were proposed to support people with visual impairments or blindness during road crossing. These solutions focus on computer vision techniques for recognizing pedestrian crosswalks and computing their…
Homonymous hemianopia (HH) patients report difficulties in avoiding collisions with other pedestrians. We evaluated pedestrian collision detection and avoidance behaviors in HH patients and healthy controls using a novel virtual reality…