Related papers: Live Captions in Virtual Reality (VR)
Live cultural experiences like concerts generate shared physiological arousal among audience members, a collective resonance that contributes to their emotional power. Recreating such experiences in virtual reality therefore requires not…
Eye tracking is routinely being incorporated into virtual reality (VR) systems. Prior research has shown that eye tracking data, if exposed, can be used for re-identification attacks. The state of our knowledge about currently existing…
Virtual-reality simulations of curved space are most effective and most fun when presented as a game (for example, curved-space billiards), so the user not only has something to see in the curved space, but also has something fun to do…
Achieving a high level of immersion and adaptation in virtual reality (VR) requires precise measurement and representation of user state. While extrinsic physical characteristics such as locomotion and pose can be accurately tracked in…
3D video avatars can empower virtual communications by providing compression, privacy, entertainment, and a sense of presence in AR/VR. Best 3D photo-realistic AR/VR avatars driven by video, that can minimize uncanny effects, rely on…
Watching others play is a key ingredient of digital games and an important aspect of games user research. However, spectatorship is not very popular in virtual reality, as such games strongly rely on one's feelings of presence. In other…
Stereoscopic, head-tracked display systems can show users realistic, world-locked virtual objects and environments. However, discrepancies between the rendering pipeline and physical viewing conditions can lead to perceived instability in…
Virtual reality (VR) video provides an immersive 360 viewing experience to a user wearing a head-mounted display: as the user rotates his head, correspondingly different fields-of-view (FoV) of the 360 video are rendered for observation.…
Hand-tracking enables controller-free XR interaction but does not have the tactile feedback controllers provide. Rather than treating this solely as a missing-sensation problem, we explore whether pseudo-haptic cues on an embodied virtual…
Colour is a fundamental determinant of affective experience in immersive virtual reality (VR), yet the emotional and physiological impact of individual hues remains poorly characterised. This study investigated how fifteen calibrated…
Deaf and hard of hearing individuals regularly rely on captioning while watching live TV. Live TV captioning is evaluated by regulatory agencies using various caption evaluation metrics. However, caption evaluation metrics are often not…
This study will investigate the user experience while interacting with highly photorealistic virtual job interviewer avatars in Virtual Reality (VR), Augmented Reality (AR), and on a 2D screen. Having a precise speech recognition mechanism,…
Integrated VR (IVR) systems consist of a head-mounted display (HMD) and body-tracking capabilities. They enable users to translate their physical movements into corresponding avatar movements in real-time, allowing them to perceive their…
Vection, the visual illusion of self-motion, provides a strong marker of the VR user experience and plays an important role in both presence and cybersickness. Traditional measurements have been conducted using questionnaires, which exhibit…
As social virtual reality (VR) grows more popular, addressing accessibility for blind and low vision (BLV) users is increasingly critical. Researchers have proposed an AI "sighted guide" to help users navigate VR and answer their questions,…
This paper presents some early work and future plans regarding how the autonomous motions of a telepresence robot affect a person embodied in the robot through a head-mounted display. We consider the preferences, comfort, and the perceived…
Whole-body movements enhance the presence and enjoyment of Virtual Reality (VR) experiences. However, using large gestures is often uncomfortable and impossible in confined spaces (e.g., public transport). We introduce FingerMapper, mapping…
Visual Question Answering (VQA) is an extremely stimulating and challenging research area where Computer Vision (CV) and Natural Language Processig (NLP) have recently met. In image captioning and video summarization, the semantic…
Presence in virtual reality (VR) is meaningful for remotely connecting with others and facilitating social interactions despite great distance while providing a sense of "being there." This work presents CardsVR, a two-person VR experience…
This work compares three locomotion techniques for an immersive VR environment: two different types of teleporting (with and without animation) and a manual (joystick-based) technique. We tested the effect of these techniques on visual…