Related papers: Exploring Users Pointing Performance on Large Disp…
The ongoing usage of artificial intelligence technologies in virtual reality has led to a large number of researchers exploring immersive virtual reality interaction. Gesture controllers and head-mounted displays are the primary pieces of…
Physical keyboards are common peripherals for personal computers and are efficient standard text entry devices. Recent research has investigated how physical keyboards can be used in immersive head-mounted display-based Virtual Reality…
Visual perception plays a critical role in detecting changes within immersive Virtual Reality (VR) environments. However, as visual complexity increases, perceptual performance declines, making it more difficult to detect changes quickly…
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) applications require high data rate for a high-quality immersive experience, in addition to low latency to avoid dizziness and motion sickness. One of the key wireless VR challenges is providing seamless connectivity…
Locomotion is one of the most essential interaction tasks in virtual reality (VR) with teleportation being widely accepted as the state-of-the-art locomotion technique at the time of this writing. A major draw-back of teleportation is the…
Virtual-reality simulations of curved space are most effective and most fun when presented as a game (for example, curved-space billiards), so the user not only has something to see in the curved space, but also has something fun to do…
The animation of user avatars plays a crucial role in conveying their pose, gestures, and relative distances to virtual objects or other users. Self-avatar animation in immersive VR helps improve the user experience and provides a Sense of…
We present an extensive, in-depth analysis of the eye tracking capabilities of the Meta Quest Pro virtual reality headset using a dataset of eye movement recordings collected from 78 participants. In addition to presenting classical signal…
Selection of occluded objects is a challenging problem in virtual reality, even more so if multiple objects are involved. With the advent of new artificial intelligence technologies, we explore the possibility of leveraging large language…
Context: Software engineering is becoming more and more distributed. Developers and other stakeholders are often located in different locations, departments, and countries and operating within different time zones. Most online software…
The latest developments in computer hardware, sensor technologies, and artificial intelligence can make virtual reality (VR) and virtual spaces an important part of human everyday life. Eye tracking offers not only a hands-free way of…
With rapid developments in consumer-level head-mounted displays and computer graphics, immersive VR has the potential to take online and remote learning closer to real-world settings. However, the effects of such digital transformations on…
In Virtual Reality (VR) applications, understanding how users explore the omnidirectional content is important to optimize content creation, to develop user-centric services, or even to detect disorders in medical applications. Clustering…
This paper provided empirical knowledge of the user experience for using collaborative visualization in a distributed asymmetrical setting through controlled user studies. With the ability to access various computing devices, such as…
The increasing availability and diversity of virtual reality (VR) applications highlighted the importance of their usability. Function-oriented VR applications posed new challenges that are not well studied in the literature. Moreover, user…
Traditional cinematography has relied for over a century on a well-established set of editing rules, called continuity editing, to create a sense of situational continuity. Despite massive changes in visual content across cuts, viewers in…
While users could embody virtual avatars that mirror their physical movements in Virtual Reality, these avatars' motions can be redirected to enable novel interactions. Excessive redirection, however, could break the user's sense of…
This study proposes a novel self-calibration method for eye tracking in a virtual reality (VR) headset. The proposed method is based on the assumptions that the user's viewpoint can freely move and that the points of regard (PoRs) from…
Comparative to conventional 2D interaction methods, virtual reality (VR) demonstrates an opportunity for unique interface and interaction design decisions. Currently, this poses a challenge when developing an accessible VR experience as…