Related papers: An EEG-based Experiment on VR Sickness and Postura…
When using Head-Mounted Displays (HMDs), users may not always notice or report visual discomfort by blurred vision through unadjusted lenses, motion sickness, and increased eye strain. Current measures for visual discomfort rely on users'…
With the advancements in social robotics and virtual avatars, it becomes increasingly important that these agents adapt their behavior to the mood, feelings and personality of their users. One such aspect of the user is empathy. Whereas…
Cybersickness poses a serious challenge for users of virtual reality (VR) technology. Consequently, there has been significant effort to track its occurrence during VR use with passive measures like brain activity recorded through…
Engaging with natural environments and representations of nature has been shown to improve mood states and reduce cognitive decline in older adults. The current study evaluated the use of virtual reality (VR) for presenting immersive 360…
Stroke patients often experience upper limb impairments that restrict their mobility and daily activities. Physical therapy (PT) is the most effective method to improve impairments, but low patient adherence and participation in PT…
Despite the widespread adoption of Virtual Reality (VR) technology, cybersickness remains a barrier for some users. This research investigates head movement patterns as a novel physiological marker for cybersickness detection. Unlike…
With stereoscopic displays, a depth sensation that is too strong could impede visual comfort and result in fatigue or pain. Electroencephalography (EEG) is a technology which records brain activity. We used it to develop a novel…
We present a virtual reality (VR) experience that creates a research-grade benchmark in assessing patients with active upper-limb tremor, while simultaneously offering the opportunity for patients to engage with VR experiences without their…
Users of Virtual Reality (VR) systems often experience vection, the perception of self-motion in the absence of any physical movement. While vection helps to improve presence in VR, it often leads to a form of motion sickness called…
This study is concerned with the application of virtual reality (VR) in rehabilitation programs for faulty neck posture which is a primary source of neck pain (NP). The latter is a highly prevalent musculoskeletal disorder that is…
Virtual Reality (VR) provides new possibilities for modern knowledge work. However, the potential advantages of virtual work environments can only be used if it is feasible to work in them for an extended period of time. Until now, there…
During virtual navigation, users exhibit varied interaction and navigation behaviors influenced by several factors. Existing theories and models have been developed to explain and predict these diverse patterns. While users often experience…
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…
Locomotion in Virtual Reality (VR) is an important part of VR applications. Many scientists are enriching the community with different variations that enable locomotion in VR. Some of the most promising methods are gesture-based and do not…
Human crowd simulation in virtual reality (VR) is a powerful tool with potential applications including emergency evacuation training and assessment of building layout. While haptic feedback in VR enhances immersive experience, its effect…
Virtual Reality (VR) moves away from well-controlled laboratory environments into public and personal spaces. As users are visually disconnected from the physical environment, interacting in an uncontrolled space frequently leads to…
An avatar mirroring the user's movement is commonly adopted in Virtual Reality(VR). Maintaining the user-avatar movement consistency provides the user a sense of body ownership and thus an immersive experience. However, breaking this…
Measuring brain activity with electroencephalography (EEG) is mature enough to assess mental states. Combined with existing methods, such tool can be used to strengthen the understanding of user experience. We contribute a set of methods to…
Falling from elevated surfaces is the main cause of death and injury at construction sites. Based on the Bureau of Labor Statistics (BLS) reports, an average of nearly three workers per day suffer fatal injuries from falling. Studies show…
Although route and exit choice in complex buildings are important aspects of pedestrian behaviour, studies predominantly investigated pedestrian movement in a single level. This paper presents an innovative VR tool that was designed to…