Related papers: Theoretical limits of Virtual Reality
The term "metaverse", a three-dimensional virtual universe similar to the real realm, has always been full of imagination since it was put forward in the 1990s. Recently, it is possible to realize the metaverse with the continuous emergence…
In the field of Virtual Reality (VR) and Augmented Reality (AR) technologies have made huge progress during the last years and also reached the field of education. The virtuality continuum, ranging from pure virtuality on one side to the…
Autonomous vehicles are increasingly introduced into our lives. Yet, people's misunderstanding and mistrust have become the major obstacles to the use of these technologies. In response to this problem, proper work must be done to increase…
Human-like agents are an increasingly important topic in games and beyond. Believable non-player characters enhance the gaming experience by improving immersion and providing entertainment. They also offer players the opportunity to engage…
Rapidly advancing AR technologies are in a unique position to directly mediate between the human brain and the physical world. Though this tight coupling presents tremendous opportunities for human augmentation, it also presents new risks…
Immersive video, namely 180-degree and 360-degree video designed to be viewed through head-mounted displays, constitutes a boundary case between interactive VR and conventional two-dimensional video for reconsidering self-experience in XR.…
This is the first paper in a series on hyper-realist rendering. In this paper, we introduce the concept of hyper-realist rendering and present a theoretical framework to obtain hyper-realist images. We are using the term Hyper-realism as an…
Telekinesis is the ability to manipulate remote objects without direct physical contact. In fictional works, telekinesis users are often depicted as controlling objects with their hands and other body parts as if by will alone. Such…
This paper links the conjecture that the physical world is a virtual reality to the findings of modern physics. What is usually the subject of science fiction is here proposed as a scientific theory open to empirical evaluation. We know…
Virtual Reality (VR) technology has been shown to achieve remarkable results in multiple fields. Due to the nature of the immersive medium of Virtual Reality it logically follows that it can be used as a high-quality educational tool as it…
Training students in basic concepts of physics, such as the ones related to mass, volume, or density, is much more complicated than just stating the underlying definitions and laws. One of the reasons for this is that most students have…
This paper identifies and confirms a perceptual phenomenon: when users interact with simulated objects in a virtual environment where the users' scale deviates greatly from normal, there is a mismatch between the object physics they…
Virtual Reality (VR) technologies offer immersive experiences but collect substantial user data. While deceptive design is well-studied in 2D platforms, little is known about its manifestation in VR environments and its impact on user…
Thermal sensations are central to how we experience the world, yet most virtual and extended reality systems fail to simulate them effectively. While hardware-based thermal displays can provide accurate temperature changes, they are often…
Many of today's robot perception systems aim at accomplishing perception tasks that are too simplistic and too hard. They are too simplistic because they do not require the perception systems to provide all the information needed to…
Virtual Reality is used successfully to treat people for regular phobias. A new challenge is to develop Virtual Reality Exposure Training for social skills. Virtual actors in such systems have to show appropriate social behavior including…
Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile…
In this paper, I will attempt to establish a framework for representation in virtual worlds that may allow for input data from many different scales and virtual physics to be merged. For example, a typical virtual environment must…
Our notions of what is physically 'real' have long been based on the idea that the real is what is immediately apprehended, that is the local or observable, the physically tangible, though there has always been an alternative philosophical…
Navigating spaces is an embodied experience. Examples can vary from rescue workers trying to save people from natural disasters; a tourist finding their way to the nearest coffee shop, or a gamer solving a maze. Virtual reality allows these…