Related papers: Live Captions in Virtual Reality (VR)
Today's virtual reality (VR) systems and environments assume that users have typical abilities, which can make VR inaccessible to people with physical impairments. However, there is not yet an understanding of how inaccessible locomotion…
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…
Virtual reality (VR) is not a new technology but has been in development for decades, driven by advances in computer technology. Currently, VR technology is increasingly being used in applications to enable immersive, yet controlled…
This paper introduces an augmented reality (AR) captioning framework designed to support Deaf and Hard of Hearing (DHH) learners in STEM classrooms by integrating non-verbal emotional cues into live transcriptions. Unlike conventional…
The spectatorship experience for virtual reality (VR) games differs strongly from its non-VR precursor. When watching non-VR games on platforms such as Twitch, spectators just see what the player sees, as the physical interaction is mostly…
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…
Virtual Reality (VR) enables users to collaborate while exploring scenarios not realizable in the physical world. We propose CollabVR, a distributed multi-user collaboration environment, to explore how digital content improves expression…
Virtual reality (VR) users often encounter interruptions, posing challenges to maintaining real-world awareness during immersive experiences. The Passthrough feature in VR headsets allows users to view their physical surroundings without…
In virtual reality, it is widely assumed that increased realism in hand-object interactions enhances user immersion and overall experience. However, recent studies challenge this assumption, suggesting that faithfully replicating real-world…
Real-time captioning is vital for Deaf and Hard of Hearing (DHH) and neurodivergent learners (e.g., those with ADHD), yet it often omits emotional and non-verbal cues essential for comprehension. This omission is particularly consequential…
Social VR platforms serve as an emergent venue for live performance, enabling co-presence and real-time interaction among distributed performers and audiences within shared virtual environments. Live performances, such as comedy, rely on…
We study the performance and user experience of two popular mainstream text entry devices, desktop keyboards and touchscreen keyboards, for use in Virtual Reality (VR) applications. We discuss the limitations arising from limited visual…
In this paper, we introduce a new methodology for assessing the positioning accuracy of virtual reality (VR) headsets, utilizing a cooperative industrial robot to simulate user head trajectories in a reproducible manner. We conduct a…
With the increasing adoption of social virtual reality (VR), it is critical to design inclusive avatars. While researchers have investigated how and why blind and d/Deaf people wish to disclose their disabilities in VR, little is known…
Cinematic Virtual Reality (CVR) is a narrative-driven VR experience that uses head-mounted displays with a 360-degree field of view. Previous research has explored different viewing modalities to enhance viewers' CVR experience. This study…
The objective of this study is to investigate the impact of several auditory feedback modalities on gait (i.e., walking patterns) in virtual reality (VR). Prior research has substantiated gait disturbances in VR users as one of the primary…
Virtual humans play a pivotal role in social virtual environments, shaping users' VR experiences. The diversity in available options and users' preferences can result in a heterogeneous mix of appearances among a group of virtual humans.…
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…
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…
Locomotion in Virtual Reality (VR) is an important part of VR applications. Many scientists are enriching the community with different variations that enable locomotion in VR. Some of the most promising methods are gesture-based and do not…