Related papers: A Virtual Reality Game to Improve Physical and Cog…
Visual-vestibular conflicts (VVCs) are a primary contributor to visually induced motion sickness (VIMS) in head-mounted displays (HMDs). However, virtual reality (VR) comfort studies often rely on exposing seated or standing users to…
Cognitive training for sustained attention and working memory is vital across domains relying on robust mental capacity such as education or rehabilitation. Adaptive systems are essential, dynamically matching difficulty to user ability to…
Virtual Reality (VR) has made significant strides, offering users a multitude of ways to interact with virtual environments. Each sensory modality in VR provides distinct inputs and interactions, enhancing the user's immersion and presence.…
Haptic feedback in virtual reality (VR) allows users to perceive the physical properties of virtual objects (e.g., their weight and motion patterns). However, the lack of haptic sensations deteriorates users' immersion and overall…
In this work, we present (i) a novel approach how artificial intelligence can support in the therapy for better concentration of children with Attention Deficit Hyperactivity Disorder (ADHD) through motivational attention training with a…
The perception of physical objects and miniatures enhances the realism and immersion in VR. This work explores the relationship between haptic feedback from real objects and their visual representations in VR. The study examines how users…
The decline of cognitive inhibition significantly impacts older adults' quality of life and well-being, making it a vital public health problem in today's aging society. Previous research has demonstrated that Virtual reality (VR) exergames…
Vision-Language Models (VLMs) have demonstrated remarkable progress in multimodal tasks, but remain susceptible to hallucinations, where generated text deviates from the underlying visual content. Existing hallucination detection methods…
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…
In this work, we present two novel contributions toward improving research in human-machine teaming (HMT): 1) a Minecraft testbed to accelerate testing and deployment of collaborative AI agents and 2) a tool to allow users to revisit and…
The concept of an intelligent augmented reality (AR) assistant has significant, wide-ranging applications, with potential uses in medicine, military, and mechanics domains. Such an assistant must be able to perceive the environment and…
In this paper, we show that Virtual Reality (VR) sickness is associated with a reduction in attention, which was detected with the P3b Event-Related Potential (ERP) component from electroencephalography (EEG) measurements collected in a…
Physical activity or exercise can improve people's health and reduce their risk of developing several diseases; most importantly, regular activity can improve the quality of life. However, lack of time is one of the major barriers for…
Objective: Early identification of ADHD is necessary to provide the opportunity for timely treatment. However, screening the symptoms of ADHD on a large scale is not easy. This study aimed to validate a video game (FishFinder) for the…
Adaptive Virtual Reality (VR) systems have the potential to enhance training and learning experiences by dynamically responding to users' cognitive states. This research investigates how eye tracking and heart rate variability (HRV) can be…
Creating lifelike virtual agents capable of interacting with their environments is a longstanding goal in computer graphics. This paper addresses the challenge of generating natural head rotations, a critical aspect of believable agent…
Tracking moving objects is a critical skill for many everyday tasks, such as crossing a busy street, driving a car or catching a ball. Attention is a key cognitive function that supports object tracking; however, our understanding of the…
With recent advances of Virtual Reality (VR) technology, the deployment of such will dramatically increase in non-entertainment environments, such as professional education and training, manufacturing, service, or low frequency/high risk…
This is the preprint version of our paper on REHAB2015. This paper proposed a novel immersive entertainment system for the users of hyperbaric oxygen therapy chamber. The system is a hybrid of hardware and software, the scheme is described…
Virtual Reality (VR) offers promising avenues for innovative therapeutic interventions in populations with intellectual disabilities (ID). This paper presents the design, development, and evaluation of Space Exodus, a novel VR-based…