Related papers: Toward Optimized VR/AR Ergonomics: Modeling and Pr…
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…
Current virtual reality (VR) headsets encounter a trade-off between high processing power and affordability. Consequently, offloading 3D rendering to remote servers helps reduce costs, battery usage, and headset weight. Maintaining network…
Cybersickness remains a major obstacle to the widespread adoption of immersive virtual reality (VR), particularly in consumer-grade environments. While prior methods rely on invasive signals such as electroencephalography (EEG) for high…
Parametric human body models play a crucial role in computer graphics and vision, enabling applications ranging from human motion analysis to understanding human-environment interactions. Traditionally, these models use surface meshes,…
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 seeing increased adoption across many fields. The field of experimental cognitive science is also testing utilization of the technology combined with physiological measures such as electroencephalography (EEG) and…
People differ in how much they move their head versus their eyes when shifting gaze, yet such tendencies remain largely unexplored in HCI. We introduce head movement tendencies as a fundamental dimension of individual difference in VR and…
The most popular type of devices used to track a user's posture in a virtual reality experience consists of a head-mounted display and two controllers held in both hands. However, due to the limited number of tracking sensors (three in…
Virtual Reality (VR) can cause an unprecedented immersion and feeling of presence yet a lot of users experience motion sickness when moving through a virtual environment. Rollercoaster rides are popular in Virtual Reality but have to be…
Virtual and augmented reality systems increasingly demand intelligent adaptation to user behaviors for enhanced interaction experiences. Achieving this requires accurately understanding human intentions and predicting future situated…
Cinematic Virtual Reality (CVR) is a narrative-driven VR experience that uses head-mounted displays with a 360-degree field of view. Previous research has explored different viewing modalities to enhance viewers' CVR experience. This study…
Chronic neck pain is a prevalent condition that affects millions of individuals worldwide, causing significant individual suffering and socioeconomic burdens. Although exercise rehabilitation is a staple in relieving pain and improving…
Human neck postures and movements need to be monitored, measured, quantified and analyzed, as a preventive measure in healthcare applications. Improper neck postures are an increasing source of neck musculoskeletal disorders, requiring…
Chronic tension in the upper trapezius (UT), often caused by poor ergonomics, prolonged posture, or psychological stress, contributes to musculoskeletal discomfort, headaches, and impaired interoceptive awareness. Although surface…
360-degree panoramic videos have gained considerable attention in recent years due to the rapid development of head-mounted displays (HMDs) and panoramic cameras. One major problem in streaming panoramic videos is that panoramic videos are…
Critical VR applications in domains such as healthcare, education, and finance that use traditional credentials, such as PIN, password, or multi-factor authentication, stand the chance of being compromised if a malicious person acquires the…
With the increasing of computer capabilities, Computer aided ergonomics (CAE) offers new possibilities to integrate conventional ergonomic knowledge and to develop new methods into the work design process. As mentioned in [1], different…
Immersive virtual reality (VR) emerges as a promising research and clinical tool. However, several studies suggest that VR induced adverse symptoms and effects (VRISE) may undermine the health and safety standards, and the reliability of…
With the growing need to effectively support workforce upskilling in the manufacturing sector, virtual reality is gaining popularity as a scalable training solution. However, most current systems are designed as static, step-by-step…
Many exergames face challenges in keeping users within safe and effective intensity levels during exercise. Meanwhile, although wearable devices continuously collect physiological data, this information is seldom leveraged for real-time…