Related papers: Exploring Users Pointing Performance on Large Disp…
This work-in-progress paper discusses the use of student-centered pedagogy to teach clinical oculomotor examination via Virtual Reality (VR). Traditional methods, such as PowerPoint slides and lab activities, are often insufficient for…
To properly evaluate the performance of 360VR-specific encoding and transmission schemes, and particularly of the solutions based on viewport adaptation, it is necessary to consider not only the bandwidth saved, but also the quality of the…
Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so called cybersickness. Cybersickness symptoms cause severe discomfort and hinder the immersive VR…
Stereoscopic, head-tracked display systems can show users realistic, world-locked virtual objects and environments. However, discrepancies between the rendering pipeline and physical viewing conditions can lead to perceived instability in…
Virtual environments (VEs) are increasingly used for immersive experiences, training simulations, and entertainment, yet factors such as height perception and user stance can significantly influence user experience (UX). Height perception…
Introduction: Virtual audiovisual technology and its methodology has yet to be established for psychoacoustic research. This study examined the effects of different audiovisual conditions on preference when listening to multi-talker…
Over the past decade, AR/VR devices have drastically changed how we interact with the digital world. Users often share sensitive information, such as their location, browsing history, and even financial data, within third-party apps…
Rendering photorealistic and dynamically moving human heads is crucial for ensuring a pleasant and immersive experience in AR/VR and video conferencing applications. However, existing methods often struggle to model challenging facial…
Non-verbal communication is part of our regular conversation, and multiple gestures are used to exchange information. Among those gestures, pointing is the most important one. If such gestures cannot be perceived by other team members, e.g.…
High Quality Mobile Virtual Reality (VR) is what the incoming graphics technology era demands: users around the world, regardless of their hardware and network conditions, can all enjoy the immersive virtual experience. However, the…
Designing effective user interfaces (UIs) for virtual reality (VR) is essential to enhance user immersion, usability, comfort, and accessibility in virtual environments. Despite the growing adoption of VR across domains, there is a…
As virtual reality (VR) systems become increasingly more advanced, they are likewise expected to respond intelligently and adapt to individual user states, abilities, and preferences. Recent work has explored how VR can be adapted and…
Object locating in virtual reality (VR) has been widely used in many VR applications, such as virtual assembly, virtual repair, virtual remote coaching. However, when there are a large number of objects in the virtual environment(VE), the…
Conducting collaborative tasks, e.g., multi-user game, in virtual reality (VR) could enable us to explore more immersive and effective experience. However, for current VR systems, users cannot communicate properly with each other via their…
Measuring presence is critical to improving user involvement and performance in Mixed Reality (MR). \emph{Presence}, a crucial aspect of MR, is traditionally gauged using subjective questionnaires, leading to a lack of time-varying…
Locating small features in a large, dense object in virtual reality (VR) poses a significant interaction challenge. While existing multiscale techniques support transitions between various levels of scale, they are not focused on handling…
360-degree videos have gained increasing popularity in recent years with the developments and advances in Virtual Reality (VR) and Augmented Reality (AR) technologies. In such applications, a user only watches a video scene within a field…
Virtual reality (VR) can enrich neuropsychological testing, yet the ergonomic trade-offs of its input modes remain under-examined. Seventy-seven healthy volunteers-young (19-29 y) and middle-aged (35-56 y)-completed a VR Trail-Making Test…
Virtual reality (VR) users often encounter interruptions, posing challenges to maintaining real-world awareness during immersive experiences. The Passthrough feature in VR headsets allows users to view their physical surroundings without…
In spite of considerable progress, computing curvature in Volume of Fluid (VOF) methods continues to be a challenge. The goal is to develop a function or a subroutine that returns the curvature in computational cells containing an interface…