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Millions of people have seen their daily habits transform, reducing physical activity and leading to mental health issues. This study explores how virtual characters impact motivation for well-being. Three prototypes with cartoon, robotic,…
Virtual Reality (VR) has witnessed a rising issue of harassment, prompting the integration of safety controls like muting and blocking in VR applications. However, the lack of standardized safety measures across VR applications hinders…
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.…
Social VR enables people to interact over distance with others in real-time. It allows remote people, typically represented as avatars, to communicate and perform activities together in a join shared virtual environment, extending the…
Understanding which factors could influence co-presence in Virtual Reality could help develop more qualitative social interactions, or social interactions that generate similar sensations, emotions and feelings than the ones generated…
Virtual Reality (VR) is gaining ground in the robotics and teleoperation industry, opening new prospects as a novel computerized methodology to make humans interact with robots. In contrast with more conventional button-based…
This study evaluates the usage of virtual reality (VR) technologies as a teaching tool in oral placement therapy, a subset of speech therapy. The researcher distributed instructional videos using traditional lecture and modified…
Digital platforms increasingly support collective action initiatives, yet coordinating geographically dispersed users through digital interfaces remains challenging, particularly in threshold settings where success requires critical mass…
In most VR experiences, the visual sense dominates other modes of sensory input, encouraging non-visual senses to respond as if the visual were real. The simulated visual world thus becomes a sort of felt actuality, where the 'actual'…
Virtual Reality (VR) head-mounted displays (HMDs) have been studied widely as tools for the most diverse kinds of training activities. One special kind that is the basis for many real-world applications is spatial knowledge acquisition and…
Recent advancements in robotics have increased the possibilities for integrating robotic systems into human-involved workplaces, highlighting the need to examine and optimize human-robot coordination in collaborative settings. This study…
One essential function of professional events, such as industry trade shows and academic conferences, is to foster and extend a person's connections to others within the community of their interest. In this paper, we delve into the emerging…
Human sensory processing is sensitive to the proximity of stimuli to the body. It is therefore plausible that these perceptual mechanisms also modulate the detectability of content in VR, depending on its location. We evaluate this in a…
As "Big Data" has become pervasive, an increasing amount of research has connected the dots between human behaviour in the offline and online worlds. Consequently, researchers have exploited these new findings to create models that better…
Extended Reality (XR) is increasingly used as a productivity tool and recent commercial XR devices have even been specifically designed as productivity tools, or, at least, are heavily advertised for such purposes, such as the Apple Vision…
Today's virtual reality (VR) systems and environments assume that users have typical abilities, which can make VR inaccessible to people with physical impairments. However, there is not yet an understanding of how inaccessible locomotion…
Immersive virtual reality (VR) enables controlled tests of how emotional context distorts subjective time, yet findings remain mixed. Fifty-seven adults explored three five-minute VR environments (tranquil garden, neutral room, threatening…
Physical inactivity remains a critical global health issue, yet scalable strategies for sustained motivation are scarce. Conversational agents designed as simulated exercising peers (SEPs) represent a promising alternative, but their…
Few VR applications and games implement captioning of speech and audio cues, which either inhibits or prevents access of their application by deaf or hard of hearing (DHH) users, new language learners, and other caption users. Additionally,…
Background/Context: Currently, the usual interface for visualizing data is based on 2-D screens. Recently, devices capable of visualizing data while immersed in VR scenes are becoming common. However, it has not been studied in detail to…