Related papers: Exploring User Perceptions of Virtual Reality Scen…
It is clear, from the major press coverage that Virtual Reality (VR) development is garnering, that there is a huge amount of development interest in VR across multiple industries, including video streaming, gaming and simulated learning.…
Presence is an important and widely used metric to measure the quality of virtual reality (VR) applications. Given the multifaceted and subjective nature of presence, the most common measures for presence are questionnaires. But there is…
One essential function of professional events, such as industry trade shows and academic conferences, is to foster and extend a person's connections to others within the community of their interest. In this paper, we delve into the emerging…
Virtual reality (VR) is an imminent trend in games, education, entertainment, military, and health applications, as the use of head-mounted displays is becoming accessible to the mass market. Virtual reality provides immersive experiences…
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…
User's perception of product, by essence subjective, is a major topic in marketing and industrial design. Many methods, based on users' tests, are used so as to characterise this perception. We are interested in three main methods:…
Virtual locomotion technique (VLT) is a fundamental component of virtual reality (VR) systems that translates physical and controller inputs into virtual translational movements and viewpoint transitions. Poorly designed VLTs can result in…
Due to the COVID-19 pandemic, many professional entities shifted toward remote collaboration and video conferencing (VC) tools. Social virtual reality (VR) platforms present an alternative to VC for meetings and collaborative activities.…
This study contributes to the ongoing exploration of methods to enhance the environmental design, cognitive function, and overall wellbeing, primarily focusing on understanding the modulation of human cognitive performance by artificial…
In exhibition hybrid spaces, scale consistency between real and virtual spaces is crucial for user immersion. However, there is currently a lack of systematic research to determine appropriate virtual-to-real mapping ratios. This study…
This article is based on studies of the existing literature, focusing on the states-of-the-arts on virtual reality (VR) and its potential uses in learning. Different platforms have been used to improve the learning effects of VR that offers…
Locomotion in Virtual Reality (VR) is an important part of VR applications. Many scientists are enriching the community with different variations that enable locomotion in VR. Some of the most promising methods are gesture-based and do not…
This paper represents a pilot study examining learners who are new to computer science (CS). Subjects are taught to program in one of two virtual reality (VR) applications developed by the researcher that use interactable objects…
Designers of digital solutions increasingly consult Large Language Models (LLMs) for their work. However, it remains unclear how this may affect the user experiences they produce and there are no established practices. We investigate how…
Public speaking is an essential skill in everyone's professional or academic career. Nevertheless, honing this skill is often tricky because training in front of a mirror does not give feedback or inspire the same anxiety as present-ing in…
Machine learning technology has become ubiquitous, but, unfortunately, often exhibits bias. As a consequence, disparate stakeholders need to interact with and make informed decisions about using machine learning models in everyday systems.…
With the advent of commercially available Mixed-Reality(MR)-headsets in recent years MR-assisted learning started to play a vital role in educational research, especially related to STEM (science, technology, engineering and mathematics)…
The emergence of the metaverse is being widely viewed as a revolutionary technology owing to a myriad of factors, particularly the potential to increase the accessibility of learning for students with disabilities. However, not much is yet…
Virtual environments (VEs) offer potential benefits to health and safety training: exposure to dangerous (virtual) environments; the opportunity for experiential learning; and a high level of control over the training, in that aspects can…
Thermal feedback is critical to a range of Virtual Reality (VR) applications, such as firefighting training or thermal comfort simulation. Previous studies showed that adding congruent thermal feedback positively influences User eXperience…