Related papers: Does Adding Physical Realism to Virtual Reality Tr…
This paper presents a Virtual Reality (VR) art therapy known as "Break Times" which aims to enhance students' mental well-being and foster creative expression. The proposed "Break Times" application mimics the art therapy sessions in the VR…
We introduce a novel framework for quantifying mental and emotional states over time by combining virtual reality (VR) exposure with EEG recordings. Participants experienced a stress-inducing work scenario in VR, originally designed as a…
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…
We investigate the perception of visual variables on wall-sized tiled displays within an immersive environment. We designed and conducted two formal user studies focusing on elementary visualization reading tasks in VR. The first study…
Virtual reality (VR) can create compelling experiences that evoke presence, the sense of ``being there.'' However, problems in rendering can create sensorimotor disruptions that undermine presence and task performance. Presence is typically…
Spaceflight is an isolated and confined environment (ICE) that exposes astronauts to psychological hazards, such as stress, danger, and monotony. Virtual reality (VR) and artificial intelligence (AI) technologies can serve as psychological…
In recent years, social virtual reality (VR), sometimes described as the "metaverse," has become widely available. With its potential comes risks, including risks to privacy. To understand these risks, we study the identifiability of…
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…
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…
Assessing the performance of human movements during teleoperation and virtual reality is a challenging problem, particularly in 3D space due to complex spatial settings. Despite the presence of a multitude of metrics, a compelling…
Virtual try-on has emerged as a pivotal task at the intersection of computer vision and fashion, aimed at digitally simulating how clothing items fit on the human body. Despite notable progress in single-image virtual try-on (VTO), current…
Robotics simulation has been an integral part of research and development in the robotics area. The simulation eliminates the possibility of harm to sensors, motors, and the physical structure of a real robot by enabling robotics…
Developing and evaluating vision science methods require robust and efficient tools for assessing their performance in various real-world scenarios. This study presents a novel virtual reality (VR) simulation tool that simulates real-world…
Reality Distortion Room (RDR) is a proof-of-concept augmented reality system using projection mapping and unencumbered interaction with the Microsoft RoomAlive system to study a user's locomotive response to visual effects that seemingly…
The cognitive load can be used to assess if someone is struggling while performing a task. It can be used in many different situations such as in driving, piloting, studying, playing, working, etc. This information can help to design better…
Visually-induced motion sickness (VIMS), a side effect of perceived motion caused by visual stimulation, is a major obstacle to the widespread use of Virtual Reality (VR). Along with scene object information, visual stimulation can be…
The application of Virtual Reality Environments (VRE) has been gaining momentum as a relatively new tool to assist with mitigating various difficulties including abstractness of concepts, lack of user engagement, perception of disconnection…
By situating computer-generated content in the physical world, mobile augmented reality (AR) can support many tasks that involve effective search and inspection of physical environments. Currently, there is limited information regarding the…
System responsiveness (SR) is defined as the elapsed time until a system responds to user control. SR fluctuates over time, so it must be described statistically with mean (MSR) and standard deviation (SDSR). In this paper, we examine SR in…
The use of emerging technologies like Virtual Reality (VR) in therapeutic settings has increased in the past few years. By incorporating VR, a mental health condition like depression can be assessed effectively, while also providing…