Related papers: Exploring User Perceptions of Virtual Reality Scen…
We study a novel problem that tackles learning based sensor scanning in 3D and uncertain environments with heterogeneous multi-robot systems. Our motivation is two-fold: first, 3D environments are complex, the use of heterogeneous…
In most VR experiences, the visual sense dominates other modes of sensory input, encouraging non-visual senses to respond as if the visual were real. The simulated visual world thus becomes a sort of felt actuality, where the 'actual'…
Consumer 3D scanners and depth cameras are increasingly being used to generate content and avatars for Virtual Reality (VR) environments and avoid the inconveniences of hand modeling; however, it is sometimes difficult to evaluate…
Metaverse, a burgeoning technological trend that combines virtual and augmented reality, provides users with a fully digital environment where they can assume a virtual identity through a digital avatar and interact with others as they were…
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…
With the increasing availability of modern virtual reality (VR) headsets, the use and applications of VR technology for gaming purposes have become more pervasive than ever. Despite the growing popularity of VR gaming, user studies into how…
The ethical design of social Virtual Reality (VR) is not a new topic, but "safety" concerns of using social VR are escalated to a different level given the heat of the Metaverse. For example, it was reported that nearly half of the…
Virtual Reality (VR) is an emerging technique that provides a unique real-time experience for users. VR technologies have provided revolutionary user experiences in various scenarios (e.g., training, education, product/architecture design,…
Virtual environments provide a rich and controlled setting for collecting detailed data on human behavior, offering unique opportunities for predicting human trajectories in dynamic scenes. However, most existing approaches have overlooked…
Technology presents a significant educational opportunity, particularly in enhancing emotional engagement and expanding learning and educational prospects for individuals with Neurodevelopmental Disorders (NDD). Virtual reality emerges as a…
Every day life tasks can present significant challenges for neurodivergent individuals, particularly those with Autism Spectrum Disorders (ASD) who are characterized by specific sensitivities. This contribution describes a virtual reality…
The application of the Universal Design for Learning framework favors the creation of virtual educational environments for all. It requires developing accessible content, having a usable platform, and the use of flexible didactics and…
Virtual reality (VR) development relies on game engines to provide real-time rendering, physics simulation, and interaction systems. Among the most widely used game engines, Unreal Engine and Unity dominate the industry, offering distinct…
Metaverse can be applied in several aspects of life such as the Economy, finance, social life, working environment, healthcare, real estate, and education. In the last 2 and a half years, during the COVID-19 pandemic, universities made…
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…
Recent advancements in virtual reality (VR) technology have enabled the creation of immersive learning environments that provide engineering students with hands-on, interactive experiences. This paper presents a novel framework for virtual…
Immersive videos (IVs) provide 360{\deg} environments that create a strong sense of presence and spatial exploration. Unlike traditional videos, IVs distribute information across multiple directions, making comparison cognitively demanding…
The "metaverse", wherein users can enter virtual worlds to work, study, play, shop, socialize, and entertain, is fast becoming a reality, attracting billions of dollars in investment from companies such as Meta, Microsoft, and Clipo Labs.…
Virtual Reality (VR) is rapidly increasing in popularity as a teaching tool. It allows for the creation of a highly immersive, three-dimensional virtual environment intended to simulate real-life environments. With more robots saturating…
Virtual Learning Environments (VLEs) are spaces designed to educate students remotely via online platforms. Although traditional VLEs such as iSocial have shown promise in educating students, they offer limited immersion that diminishes…