Related papers: Velocity-Based LOD Reduction in Virtual Reality: A…
3D meshes are one of the main components of Virtual Reality applications. However, many network and computational resources are required to process 3D meshes in real-time. A potential solution to this challenge is to dynamically adapt the…
Two user studies were performed to evaluate the effect of level-of-detail (LOD) degradation in the periphery of head-mounted displays on visual search performance. In the first study, spatial detail was degraded by reducing resolution. In…
Virtual Reality (VR) is seeing increased adoption across many fields. The field of experimental cognitive science is also testing utilization of the technology combined with physiological measures such as electroencephalography (EEG) and…
As we move through the world, the pattern of light projected on our eyes is complex and dynamic, yet we are still able to distinguish between moving and stationary objects. We propose that humans accomplish this by exploiting constraints…
Modern video games are rapidly growing in size and scale, and to create rich and interesting environments, a large amount of content is needed. As a consequence, often several thousands of detailed 3D assets are used to create a single…
A dynamic 3D mesh is a key component in Virtual Reality applications. However, this type of content demands a significant processing resource for real-time rendering. To reduce processing requirements while preserving the user experience,…
Objective: The study examined the effects of varying all three core elements of cognitive load on learning efficiency during a shape assembly task in virtual reality (VR). Background: Adaptive training systems aim to improve learning…
Previous work has demonstrated the utility of reductions in the level of detail (LOD) in the periphery of head-tracked, large field of view displays. This paper provides a psychophysically based model, centered around an eye/head movement…
VR devices have recently been actively promoted as tools for knowledge workers and prior work has demonstrated that VR can support some knowledge worker tasks. However, only a few studies have explored the effects of prolonged use of VR…
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 assess the impact of head movement on user's visual acuity and their quality perception of impaired images. There are physical limitations on the amount of visual information a person can perceive and physical limitations…
Virtual Reality (VR) is increasingly used for training and demonstration purposes including a variety of applications ranging from robot learning to rehabilitation. However, the choice of input device and its visualization might influence…
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…
Virtual reality (VR) has seen increased use for training and instruction. Designers can enable VR users to gain insights into their own performance by visualizing telemetry data from their actions in VR. Our ability to detect patterns and…
Adaptive Virtual Reality (VR) systems have the potential to enhance training and learning experiences by dynamically responding to users' cognitive states. This research investigates how eye tracking and heart rate variability (HRV) can be…
Immersiveness is the main characteristic of Virtual Reality(VR) applications. Precise integration between hardware design and software are necessary for providing a seamless virtual experience. Allowing the user to navigate the VR scene…
This study investigates the effectiveness of a Virtual Reality (VR)-based training program in improving body awareness among children with Attention Deficit Hyperactivity Disorder (ADHD). Utilizing a quasi-experimental design, the research…
Affect and cognitive load influence many user behaviors. In this paper, we propose Motion as Emotion, a novel method that utilizes fine differences in hand motion to recognise affect and cognitive load in virtual reality (VR). We conducted…
Virtual reality (VR) is known to cause a "time compression" effect, where the time spent in VR feels to pass faster than the effective elapsed time. Our goal with this research is to investigate if the physical realism of a VR experience…
Recent research has proposed teleoperation of robotic and aerial vehicles using head motion tracked by a head-mounted display (HMD). First-person views of the vehicles are usually captured by onboard cameras and presented to users through…