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Computer-mediated concerts can be enjoyed on various devices, from desktop and mobile to VR devices, often supporting multiple devices simultaneously. However, due to the limited accessibility of VR devices, relatively small audience…
We report on the initial phase of an ongoing, multi-stage investigation of how to incorporate Virtual Reality (VR) technology in teaching introductory astronomy concepts. Our goal was to compare the efficacy of VR vs. conventional teaching…
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…
Audience reactions can considerably enhance live experiences; conversely, in anytime-anywhere augmented reality (AR) experiences, large crowds of people might not always be available to congregate. To get closer to simulating live events…
The Atacama Large Millimetre/submillimetre Array (ALMA) is one of the largest and most complicated observatories ever built. Constructing and operating an observatory at high altitude (5000m) in a cost effective and safe manner, with…
We present ATLASrift - a Virtual Reality application that provides an interactive, immersive visit to ATLAS experiment. We envision it being used in two different ways: first as an educational and outreach tool - for schools, universities,…
We report on our ongoing efforts to develop, implement, and test VR activities for the introductory astronomy course and laboratory. Specifically, we developed immersive activities for two challenging "3D" concepts: Moon phases, and stellar…
The sense of realism in avatar animation is a widely pursued goal in social VR applications. A common approach to enhancing realism is improving the match between avatar motion and real-world human movement. However, experience with…
Research examining older adults interactions with Virtual Reality (VR) and the impact of social VR experiences on outcomes such as social engagement has been limited, especially among older adults. This multi-site pilot study evaluated the…
Public speaking is an essential skill in everyone's professional or academic career. Nevertheless, honing this skill is often tricky because training in front of a mirror does not give feedback or inspire the same anxiety as present-ing in…
Data visualisation is an essential ingredient of scientific analysis, discovery, and communication. Along with a human (to do the looking) and the data (something to look at), an image display device is a key component of any data…
After several years of intensive technological development Virtual Observatory resources have reached a level of maturity sufficient for their routine scientific exploitation. The Virtual Observatory is starting to be used by astronomers in…
Human communication has been profoundly changed by social media, which allows users to engage in previously unheard-of ways, such as text-based conversations, video chats, and live streaming. The digital landscape has started to change in…
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…
Virtual Reality (VR) museums provide immersive visiting experiences. Despite growing efforts in VR museum design optimization, limited research addresses its efficacy for older adults. We sought to investigate the challenges of and…
Collaborative virtual environments allow workers to contribute to team projects across space and time. While much research has closely examined the problem of working in different spaces at the same time, few have investigated the best…
Immersive technologies are capable of transporting people to distant or inaccessible environments that they might not otherwise visit. Practitioners and researchers alike are discovering new ways to replicate and enhance existing tourism…
We propose augmenting immersive telepresence by adding a virtual body, representing the user's own arm motions, as realized through a head-mounted display and a 360-degree camera. Previous research has shown the effectiveness of having a…
Due to the corona pandemic, numerous courses were held using digital solutions in order to be able to continue teaching. Conventional collaboration tools (Zoom, Big Blue Button, etc.) were used in particular to digitally map a synchronous…
Alpha-XR Mission conducted by XR Lab PJAIT focused on research related to individual and crew well-being and participatory team collaboration in ICE (isolated, confined and extreme) conditions. In this two-week mission within an analog…