Related papers: Exploring Users Pointing Performance on Large Disp…
In this paper, we introduce a new methodology for assessing the positioning accuracy of virtual reality (VR) headsets, utilizing a cooperative industrial robot to simulate user head trajectories in a reproducible manner. We conduct a…
We present an experiment exploring how the controller's virtual representation impacts target acquisition performance across MR and VR contexts. Participants performed selection tasks comparing four visual configurations: a virtual…
Virtual reality (VR) has seen increased use for training and instruction. Designers can enable VR users to gain insights into their own performance by visualizing telemetry data from their actions in VR. Our ability to detect patterns and…
Purpose: To investigate psychophysically the ability of low vision individuals with central visual field loss (CFL) to perform a visually-guided pointing task in a virtual reality environment. Methods: Patients with CFL (n=25, ages = 67-90…
In this paper, a study aimed at investigating the effects of real (using eye tracking to determine the fixation) and simulated foveated blurring in immersive Virtual Reality is presented. Techniques to reduce the optical flow perceived at…
We present a virtual reality (VR) experience that creates a research-grade benchmark in assessing patients with active upper-limb tremor, while simultaneously offering the opportunity for patients to engage with VR experiences without their…
Virtual and Augmented Reality (VR, AR) are increasingly gaining traction thanks to their technical advancement and the need for remote connections, recently accentuated by the pandemic. Remote surgery, telerobotics, and virtual offices are…
This research aims to examine the effects of various vibrotactile feedback techniques on gait (i.e., walking patterns) in virtual reality (VR). Prior studies have demonstrated that gait disturbances in VR users are significant usability…
Understanding how people explore immersive virtual environments is crucial for many applications, such as designing virtual reality (VR) content, developing new compression algorithms, or learning computational models of saliency or visual…
The objective of this study is to investigate the impact of several auditory feedback modalities on gait (i.e., walking patterns) in virtual reality (VR). Prior research has substantiated gait disturbances in VR users as one of the primary…
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…
The computational notebook serves as a versatile tool for data analysis. However, its conventional user interface falls short of keeping pace with the ever-growing data-related tasks, signaling the need for novel approaches. With the rapid…
Predicting gaze behavior in virtual reality environments remains a significant challenge with implications for rendering optimization and interface design. This paper introduces a multimodal approach to VR gaze prediction that combines…
Gestures are central to human communication, enriching interactions through non-verbal expression. Virtual avatars increasingly use AI-generated gestures to enhance life-likeness, yet evaluations have largely been confined to 2D. Virtual…
A paradigm for the design of systems that manage level of detail in virtual environments is proposed. As an example of the prototyping step in this paradigm, a user study was performed to evaluate the effectiveness of high detail insets…
Cloud virtual reality (VR) gaming traffic characteristics such as frame size, inter-arrival time, and latency need to be carefully studied as a first step toward scalable VR cloud service provisioning. To this end, in this paper we analyze…
Virtual reality (VR) is known to cause a "time compression" effect, where the time spent in VR feels to pass faster than the effective elapsed time. Our goal with this research is to investigate if the physical realism of a VR experience…
The amount of interest in Virtual Reality (VR) research has significantly increased over the past few years, both in academia and industry. The release of commercial VR Head-Mounted Displays (HMDs) has been a major contributing factor.…
Eye-tracking technology is an integral component of new display devices such as virtual and augmented reality headsets. Applications of gaze information range from new interaction techniques exploiting eye patterns to gaze-contingent…
With the proliferation of consumer virtual reality (VR) headsets and creative tools, content creators have started to experiment with new forms of interactive audience experience using immersive media. Understanding user attention and…