Related papers: Theoretical limits of Virtual Reality
The boom of commercial social virtual reality (VR) platforms in recent years has signaled the growth and wide-spread adoption of consumer VR. Social VR platforms draw aspects from traditional 2D virtual worlds where users engage in various…
We assess how physically realistic the ''simulation hypothesis'' for this Universe is, based on physical constraints arising from the link between information and energy, and on known astrophysical constraints. We investigate three cases:…
Since its emergence, quantum mechanics has been a challenge for an understanding of reality which is based on our intuition in a classical world. Nevertheless, it has often been tried to impose this understanding of reality on quantum…
Creating accessible Virtual Reality (VR) is an ongoing concern in the Human-Computer Interaction (HCI) research community. However, there is little reflection on how accessibility should be conceptualized in the context of an experiential…
We propose a framework called inverse augmented reality (IAR) which describes the scenario that a virtual agent living in the virtual world can observe both virtual objects and real objects. This is different from the traditional augmented…
Virtual Reality (VR) has the potential to transform knowledge work. One advantage of VR knowledge work is that it allows extending 2D displays into the third dimension, enabling new operations, such as selecting overlapping objects or…
This paper describes our recent effort to use virtual reality to simulate threatening emergency evacuation scenarios in which a robot guides a person to an exit. Our prior work has demonstrated that people will follow a robot's guidance,…
Users readily embrace the rapid advancements in virtual reality (VR) technology within various everyday contexts, such as gaming, social interactions, shopping, and commerce. In order to facilitate transactions and payments, VR systems…
Virtual reality (VR) systems have the potential to be an innovation in the field of e-learning. Starting with fully functional e-classes, VR technologies can be used to build entire e-campuses. The power of VR is that it allows for stronger…
Virtual Reality (VR) has recently gained traction with many new and ever more affordable devices being released. The increase in popularity of this paradigm of interaction has given birth to new applications and has attracted casual…
Science is a crowning glory of the human spirit and its applications remain our best hope for social progress. But there are limitations to current science and perhaps to any science. The general mind-body problem is known to be intractable…
Virtual Humans (VHs) were first developed more than 50 years ago and have undergone significant advancements since then. In the past, creating and animating VHs was a complex task. However, contemporary commercial and freely available…
Illusions are entertaining, but they are also a useful diagnostic tool in cognitive science, philosophy, and neuroscience. A typical illusion shows a gap between how something "really is" and how something "appears to be", and this gap…
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…
Emotions are multifaceted phenomena that affect our behaviour, perception, and cognition. Increasing evidence indicates that induction mechanisms play a crucial role in triggering emotions by simulating the sensations required for an…
Recent discoveries in VR have opened up scope for designing physical tools and controllers to enhance immersion, through perceived reality. In a virtually simulated sports scenario it is challenging to immerse user because most of the…
The ethical design of social Virtual Reality (VR) is not a new topic, but "safety" concerns of using social VR are escalated to a different level given the heat of the Metaverse. For example, it was reported that nearly half of the…
The virtual reality (VR) provides us a three-dimensional, immersive, and fully interactive visualization environment. To make the best use of the VR's potential in scientific visualization, a VR visualization software named VFIVE has been…
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…
In physics, there is the prevailing intuition that we are part of a unique external world, and that the goal of physics is to understand and describe this world. This assumption of the fundamentality of objective reality is often seen as a…