Related papers: Exploring Users' Pointing Performance on Virtual a…
When collaborating face-to-face, people commonly use the surfaces and spaces around them to perform sensemaking tasks, such as spatially organising documents, notes or images. However, when people collaborate remotely using desktop…
Virtual Reality (VR) is increasingly used for training and demonstration purposes including a variety of applications ranging from robot learning to rehabilitation. However, the choice of input device and its visualization might influence…
Virtual Reality (VR) headsets can open opportunities for users to accomplish complex tasks on large virtual displays, using compact setups. However, interacting with large virtual displays using existing interaction techniques might cause…
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…
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…
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…
With developments in computer graphics, hardware technology, perception engineering, and human-computer interaction, virtual reality and virtual environments are becoming more integrated into our daily lives. Head-mounted displays, however,…
Objective: Immersive virtual reality (VR) enhances ecologically validity and facilitates intuitive and ergonomic hand interactions for performing neuropsychological assessments. However, its comparability to traditional computerized methods…
Computer vision applications, especially those using augmented reality technology, are becoming quite popular in mobile devices. However, this type of application is known as presenting significant demands regarding resources. In order to…
In the present paper, we discuss the design of a projection system with curved display and its enhancement by variably adjusting the curvature. We demonstrate that the focal surface curvature varies significantly with a change of the object…
The recent rise of interest in Virtual Reality (VR) came with the availability of commodity commercial VR prod- ucts, such as the Head Mounted Displays (HMD) created by Oculus and other vendors. To accelerate the user adoption of VR…
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…
Body actions and head gestures are natural interfaces for interaction in virtual environments. Existing methods for in-place body action recognition often require hardware more than a head-mounted display (HMD), making body action…
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…
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) 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…
Purpose: Image guidance is crucial for the success of many interventions. Images are displayed on designated monitors that cannot be positioned optimally due to sterility and spatial constraints. This indirect visualization causes potential…
Hand gesture is a new and promising interface for locomotion in virtual environments. While several previous studies have proposed different hand gestures for virtual locomotion, little is known about their differences in terms of…
Augmented Reality (AR) navigation via Head-Mounted Displays (HMDs), particularly AR glasses, is revolutionizing the driving experience by integrating real-time routing information into the driver's field of view. Despite the potential of AR…
Sharing a physical environment, such as that of a wall-display, facilitates gaining awareness of others' actions and intentions, thereby bringing benefits for collaboration. Previous studies have provided first insights on awareness in the…