Related papers: Virtual Reality Sickness Reduces Attention During …
Numerous studies have established the necessity for developing safety equipment to detect drowsiness among vehicle drivers. However, for reliable implementations, such systems must employ dependable sources of stimuli; through…
This study aims to better understand the emotional and physiological correlates of being caressed in VR depending on the type of multisensory feedback provided and the animate or inanimate nature of the virtual representation that touches…
Objective. Evaluate the feasibility of Virtual Reality (VR) wayfinding training with aging adults, and examine the impact of the training on wayfinding performance. Design. Design involved wayfinding tasks in a study with three groups:…
Emotion recognition (ER) technology is an integral part for developing innovative applications such as drowsiness detection and health monitoring that plays a pivotal role in contemporary society. This study delves into ER using…
We propose unwinding the rotations experienced by the user of an immersive telepresence robot to improve comfort and reduce VR sickness of the user. By immersive telepresence we refer to a situation where a 360\textdegree~camera on top of a…
This study explores the use of virtual reality (VR) and artificial intelligence (AI) to predict the presence of dyslexia in Italian and Spanish university students. In particular, the research investigates whether VR-derived data from…
The emotional response of users induced by VR scenarios has become a topic of interest, however, whether changing the size of objects in VR scenes induces different levels of anxiety remains a question to be studied. In this study, we…
Posttraumatic Stress Disorder (PTSD) is a psychiatric condition affecting nearly a quarter of the United States war veterans who return from war zones. Treatment for PTSD typically consists of a combination of in-session therapy and…
Stress during public speaking is common and adversely affects performance and self-confidence. Extensive research has been carried out to develop various models to recognize emotional states. However, minimal research has been conducted to…
Virtual reality (VR) has been increasingly utilised as a simulation tool for human-robot interaction (HRI) studies due to its ability to facilitate fast and flexible prototyping. Despite efforts to achieve high validity in VR studies,…
This paper reports on a study exploring user experiences with suspicious emails and associated warnings when accessed through virtual reality (VR) headsets in realistic settings. A group of (n=20) Apple Vision Pro and another group of…
With the rising interest in Virtual Reality and the fast development and improvement of available devices, new features of interactions are becoming available. One of them that is becoming very popular is hand tracking, as the idea to…
Virtual locomotion technique (VLT) is a fundamental component of virtual reality (VR) systems that translates physical and controller inputs into virtual translational movements and viewpoint transitions. Poorly designed VLTs can result in…
The emergence of mobile eye trackers embedded in next generation smartphones or VR displays will make it possible to trace not only what objects we look at but also the level of attention in a given situation. Exploring whether we can…
Augmented reality is projected to be a primary mode of information consumption on the go, seamlessly integrating virtual content into the physical world. However, the potential perceptual demands of viewing virtual annotations while…
Visual highlighting can guide user attention in complex interfaces. However, its effectiveness under limited attentional capacities is underexplored. This paper examines the joint impact of visual highlighting (permanent and dynamic) and…
Personalized virtual reality exposure therapy is a therapeutic practice that can adapt to an individual patient, leading to better health outcomes. Measuring a patient's mental state to adjust the therapy is a critical but difficult task.…
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…
With the increasing spread of AR head-mounted displays suitable for everyday use, interaction with information becomes ubiquitous, even while walking. However, this requires constant shifts of our attention between walking and interacting…
User experience in data visualization is typically assessed through post-viewing self-reports, but these overlook the dynamic cognitive processes during interaction. This study explores the use of mind wandering -- a phenomenon where…