Related papers: Exploring User Perceptions of Virtual Reality Scen…
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…
We investigate the perception of visual variables on wall-sized tiled displays within an immersive environment. We designed and conducted two formal user studies focusing on elementary visualization reading tasks in VR. The first study…
Virtual Reality (VR) provides immersive experiences in the virtual world, but it may reduce users' awareness of physical surroundings and cause safety concerns and psychological discomfort. Hence, there is a need of an ambient information…
Navigating spaces is an embodied experience. Examples can vary from rescue workers trying to save people from natural disasters; a tourist finding their way to the nearest coffee shop, or a gamer solving a maze. Virtual reality allows these…
This study aimed to compare and investigate the efficacy of the real-world experiences, immersive virtual reality (IVR) experiences, and video walkthrough representations on layout-learning in a complex building. A quasi-experimental,…
Virtual Reality (VR) technology has become increasingly popular in recent years as a key enabler of the Metaverse. VR applications have unique characteristics, including the revolutionized human-computer interaction mechanisms, that…
Physics Playground is an immersive Virtual Reality (VR) application designed for educational purposes, featuring a virtual laboratory where users interact with various physics phenomena through guided experiments. This study aims to…
This paper presents a novel approach to assessing human lighting adjustment behavior and preference in diverse lighting conditions through the evaluation of emotional feedback and behavioral data using VR. Participants (n= 27) were exposed…
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…
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…
Immersive virtual reality (VR) enables controlled tests of how emotional context distorts subjective time, yet findings remain mixed. Fifty-seven adults explored three five-minute VR environments (tranquil garden, neutral room, threatening…
The emergence of social virtual reality (VR) experiences, such as Facebook Spaces, Oculus Rooms, and Oculus Venues, will generate increased interest from users who want to share real places (both personal and public) with their fellow users…
Virtual environments (VEs) are making their way into various sectors of life to enhance and support human activity, including learning. VEs have been used in various contexts for training, and in many cases they are designed to model or…
The impact of built environment on the human restorativeness has long been argued; however, the interrelations between neuroscience and the built environment, and the degree to which the built environment contributes to increased human…
With the rapid progress in virtual reality (VR) technology, the scope of VR applications has greatly expanded across various domains. However, the superiority of VR training over traditional methods and its impact on learning efficacy are…
Our surrounding environment impacts our cognitive-emotional processes on a daily basis and shapes our physical, psychological and social wellbeing. Although the effects of the built environment on our psycho-physiological processes are well…
Experiential learning has been known to be an engaging and effective modality for personal and professional development. The Metaverse provides ample opportunities for the creation of environments in which such experiential learning can…
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…
What is Virtual Reality? A professional tool, made to facilitate our everyday tasks? A conceptual mistake, accompanied by cybersickness and unsolved locomotion issues since the very beginning? Or just another source of entertainment that…
Research suggests the potential of employing VR to elicit awe experiences, thereby promoting well-being. Building upon theories related to the sublime and embodiment, we designed three VR scenes to evaluate the effectiveness of sublime and…