Related papers: Investigating the Correlation Between Presence and…
Enhancing presence in mixed reality (MR) relies on precise measurement and quantification. While presence has traditionally been measured through subjective questionnaires, recent research links presence with objective metrics like reaction…
Distractions in mixed reality (MR) environments can significantly influence user experience, affecting key factors such as presence, reaction time, cognitive load, and Break in Presence (BIP). Presence measures immersion, reaction time…
This literature review investigates the transformative potential of mixed reality (MR) technology, where we explore the intersection of contemporary technological advancements, modern deep learning recommendation systems, and social…
Presence is an important and widely used metric to measure the quality of virtual reality (VR) applications. Given the multifaceted and subjective nature of presence, the most common measures for presence are questionnaires. But there is…
The sense of presence is central to immersive experiences in Virtual Reality (VR), and particularly salient in socially rich platforms like social VR. While prior studies have explored various aspects related to presence, less is known…
Measure user experience in MR (i.e., AR/VR) user studies is essential. Researchers apply a wide range of measuring methods using objective (e.g., biosignals, time logging), behavioral (e.g., gaze direction, movement amplitude), and…
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…
Reaction time studies with computers investigate how and how quickly participants respond to changing sensory input. They promise simple and precise measurement of time and inputs and offer interesting insights into human behavior. However,…
Evaluating the user experience of a software system is an essential final step of every research. Several concepts such as flow, affective state, presences, or immersion exist to measure user experience. Typical measurement techniques…
Augmented Reality (AR) enriches a user's real environment by adding spatially aligned virtual objects (3D models, 2D textures, textual annotations, etc) by means of special display technologies. These are either worn on the body or placed…
We propose augmenting immersive telepresence by adding a virtual body, representing the user's own arm motions, as realized through a head-mounted display and a 360-degree camera. Previous research has shown the effectiveness of having a…
Mixed Reality (MR) enables rich, embodied collaboration; however, it is uncertain whether sensor- and system-logged behavioral signals capture how users experience that collaboration. This disconnect stems from a fundamental gap. Behavioral…
We create an innovative mixed reality-first social recommendation model, utilizing features uniquely collected through mixed reality (MR) systems to promote social interaction, such as gaze recognition, proximity, noise level, congestion…
The world is slowly moving towards everything being simulated digitally and virtually. Mixed Reality (MR) is the amalgam of the real world with virtual stimuli. It has great prospects in the future in terms of various applications…
Retargeting methods that modify the visual representation of real movements have been widely used to expand the interaction space and create engaging virtual reality experiences. For optimal user experience and performance, it is essential…
Augmented Reality (AR) and Mixed Reality (MR) have been two of the most explosive research topics in the last few years. Head-Mounted Devices (HMDs) are essential intermediums for using AR and MR technology, playing an important role in the…
Virtual reality (VR) can create compelling experiences that evoke presence, the sense of ``being there.'' However, problems in rendering can create sensorimotor disruptions that undermine presence and task performance. Presence is typically…
This article investigates mixed reality (MR) to enhance human-robot collaboration (HRC). The proposed solution adopts MR as a communication layer to convey a mobile manipulator's intentions and upcoming actions to the humans with whom it…
Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative…
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,…