Related papers: Theoretical limits of Virtual Reality
To study body ownership and control, illusions that elicit these feelings in non-body objects are widely used. Classically introduced with the Rubber Hand Illusion, these illusions have been replicated more recently in virtual reality and…
The modern Mixed Reality devices that make the Metaverse viable require vast information about the physical world and can also violate the privacy of unsuspecting or unwilling bystanders in their vicinity. In this article, we provide an…
Virtual reality (VR) is a multibillionaire market that keeps growing, year after year. As VR is becoming prevalent in households and small businesses, it is critical to address the effects that this technology might have on the privacy and…
As robots become increasingly prominent in diverse industrial settings, the desire for an accessible and reliable system has correspondingly increased. Yet, the task of meaningfully assessing the feasibility of introducing a new robotic…
This paper identifies a new phenomenon: when users interact with simulated objects in a virtual environment where the user is much smaller than usual, there is a mismatch between the object physics that they expect and the object physics…
Virtual reality (VR) is increasingly being used as a research platform for investigating human responses to environmental variables. While VR provides tremendous advantages in terms of variable isolation and manipulation, and ease of…
In this paper, we review the background of physical reality, virtual reality, and some traditional mixed forms of them. Based on the current knowledge, we propose a new unified concept called symmetrical reality to describe the physical and…
Just recently, the concept of augmented and virtual reality (AR/VR) over wireless has taken the entire 5G ecosystem by storm spurring an unprecedented interest from both academia, industry and others. Yet, the success of an immersive VR…
In this paper, we developed a virtual reality (VR) system that can simulate color blindness and weakness. We built an immersive 3D web view interface where participants can discuss accessibility requirements for a fitness website projects…
Virtual reality and related technologies such as mixed and augmented reality have received extensive coverage in both mainstream and fringe media outlets. When the subject goes to a new AR headset, another AR device, or AR glasses, the talk…
Immersive technologies are capable of transporting people to distant or inaccessible environments that they might not otherwise visit. Practitioners and researchers alike are discovering new ways to replicate and enhance existing tourism…
Virtual Reality (VR) has gained popularity by providing immersive and interactive experiences without geographical limitations. It also provides a sense of personal privacy through physical separation. In this paper, we show that despite…
In immersive Virtual Reality (VR), your brain can trick you into believing that your virtual hands are your real hands. Manipulating the representation of the body, namely the avatar, is a potentially powerful tool for the design of…
This paper delves into Vil\'em Flusser's critique of media as mediators that distort the human perception of reality and diminish freedom, particularly within the Mixed Reality context, i.e., Misperceived Reality. It introduces an artistic…
Virtual reality (VR) headsets provide an immersive, stereoscopic visual experience, but at the cost of blocking users from directly observing their physical environment. Passthrough techniques are intended to address this limitation by…
Virtual Reality has become a significant element of education throughout the years. To understand the quality and advantages of these techniques, it is important to understand how they were developed and evaluated. Since COVID-19, the…
This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible…
Presence often is considered the most important quale describing the subjective feeling of being in a computer-generated and/or computer-mediated virtual environment. The identification and separation of orthogonal presence components,…
Virtual reality (VR) is an imminent trend in games, education, entertainment, military, and health applications, as the use of head-mounted displays is becoming accessible to the mass market. Virtual reality provides immersive experiences…
Virtual Reality (VR) is expected to be one of the killer-applications in 5G networks. However, many technical bottlenecks and challenges need to be overcome to facilitate its wide adoption. In particular, VR requirements in terms of…