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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…
We present a collection of heuristics and simple tests for evaluating the quality of a projection-based virtual reality display. A typical VR system includes numerous potential sources of error. By understanding the characteristics of a…
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…
Target pointing selection is a fundamental task. According to Fitts' law, users need more time to select targets with smaller sizes. Expanding the target to a larger size is a practical approach that can facilitate pointing selection. It…
Virtual Reality (VR) broadcasting has seen widespread adoption in major sports events, attributed to its ability to generate a sense of presence, curiosity, and excitement among viewers. However, we have noticed that still shots reveal a…
Virtual Reality (VR) interfaces often rely on linear ray-casting for object selection but struggle with precision in dense or occluded environments. This late-breaking work introduces an optimized dual-layered selection mechanism combining…
Virtual reality (VR) allows users to see and manipulate virtual scenes and items through input devices, like head-mounted displays. In this study, the effects of button size, spacing, and depth on the usability of virtual buttons in VR…
Virtual Reality (VR) has the potential to support mobile knowledge workers by complementing traditional input devices with a large three-dimensional output space and spatial input. Previous research on supporting VR knowledge work explored…
Virtual Reality (VR) has an increasing impact on the market in many fields, from education and medicine to engineering and entertainment, by creating different applications that replicate or in the case of augmentation enhance real-life…
Performance models of interaction, such as Fitts Law, are important tools for predicting and explaining human motor performance and for designing high-performance user interfaces. Extensive prior work has proposed such models for the 3D…
Virtual reality (VR) is not a new technology but has been in development for decades, driven by advances in computer technology. Currently, VR technology is increasingly being used in applications to enable immersive, yet controlled…
Large curved displays are ideal for viewing 360 degree content, such as 3D maps, but typically restrict users to a 180 degree viewport, leaving information off-screen. Since users naturally direct their heads toward regions on-screen before…
Ergonomic efficiency is essential to the mass and prolonged adoption of VR/AR experiences. While VR/AR head-mounted displays unlock users' natural wide-range head movements during viewing, their neck muscle comfort is inevitably compromised…
Virtual content in Augmented Reality (AR) applications can be constructed according to the designer's requirements, but real environments, are difficult to be accurate control or completely reproduce. This makes it difficult to prototype AR…
Brain representations of curvature may be formed on the basis of either vision or touch. Experimental and theoretical work by the author and her colleagues has shown that the processing underlying such representations directly depends on…
While virtual reality (VR) holds significant potential to revolutionize digital user interaction, how visual information is presented through VR head-mounted displays (HMDs) differs from naturalistic viewing and interactions in physical…
Mode-switching supports multilevel operations using a limited number of input methods. In Virtual Reality (VR) head-mounted displays (HMD), common approaches for mode-switching use buttons, controllers, and users' hands. However, they are…
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…
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…
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…