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Immersive stories for health are 360-degree videos that intend to alter viewer perceptions about behaviors detrimental to health. They have potential to inform public health at scale, however, immersive story design is still in early stages…
Commercial Virtual Reality (VR) transforms people's virtual experiences but introduces deceptive design opportunities that threaten user privacy. Although privacy deceptive patterns on 2D platforms are well-documented, their impacts in VR…
Virtual Reality (VR) techniques, serving as the bridge between the real and virtual worlds, have boomed and are widely used in manufacturing, remote healthcare, gaming, etc. Specifically, VR systems offer users immersive experiences that…
Emotions are multifaceted phenomena that affect our behaviour, perception, and cognition. Increasing evidence indicates that induction mechanisms play a crucial role in triggering emotions by simulating the sensations required for an…
This paper addresses the concept of materiality in virtual environments, which we define as being composed of objects that can influence user experience actively. Such virtual materiality is closely related to its physical counterpart,…
Technological advancements have undoubtedly revolutionized various aspects of human life, altering the ways we perceive the world, engage with others, build relationships, and conduct our daily work routines. Among the recent advancements,…
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…
Virtual Reality has become a significant element of education throughout the years. To understand the quality and advantages of these techniques, it is important to understand how they were developed and evaluated. Since COVID-19, the…
Museums often suffer from so-called "hyper-congestion", wherein the number of visitors exceeds the capacity of the physical space of the museum. This can potentially deteriorate the quality of visitor's experience disturbed by other…
Live cultural experiences like concerts generate shared physiological arousal among audience members, a collective resonance that contributes to their emotional power. Recreating such experiences in virtual reality therefore requires not…
We investigate the opportunities and challenges of running virtual reality (VR) studies remotely. Today, many consumers own head-mounted displays (HMDs), allowing them to participate in scientific studies from their homes using their own…
Museums, which are among the most popular science institutions outside schools, are usually used to display and introduce historical culture and cultural relics to tourists. Text and audio explanations are used by traditional museums to…
We reflect on two museum visiting experiences that adopted the strategy of interpersonalization in which one visitor creates an experience for another. In the Gift app, visitors create personal mini-tours for specific others. In Never let…
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…
Today's virtual reality (VR) systems and environments assume that users have typical abilities, which can make VR inaccessible to people with physical impairments. However, there is not yet an understanding of how inaccessible locomotion…
As more people meet, interact, and socialize online, Social Virtual Reality (VR) emerges as a technology that bridges the gap between traditional face-to-face and online communication. Unlike traditional screen-based applications, Social VR…
Amid current social distancing measures requiring people to work from home, there has been renewed interest on how to effectively converse and collaborate remotely utilizing currently available technologies. On the surface, VR provides a…
We explore the integration of multisensory elements in virtual reality reconstructions of historical spaces through a case study of the Virtual Vauxhall Gardens project. While visual and auditory components have become standard in digital…
Virtual Reality (VR) provides new possibilities for modern knowledge work. However, the potential advantages of virtual work environments can only be used if it is feasible to work in them for an extended period of time. Until now, there…
As the uni-cultural studies of website usability have matured, the paucity of cross-cultural studies of usability become increasingly apparent. Moving toward these cross-cultural studies will require the development of a new tool to assess…