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While users could embody virtual avatars that mirror their physical movements in Virtual Reality, these avatars' motions can be redirected to enable novel interactions. Excessive redirection, however, could break the user's sense of…

Human-Computer Interaction · Computer Science 2025-02-17 Zhipeng Li , Yishu Ji , Ruijia Chen , Tianqi Liu , Yuntao Wang , Yuanchun Shi , Yukang Yan

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…

Human-Computer Interaction · Computer Science 2023-12-19 Weichao Lin , Liang Chen , Wei Xiong , Kang Ran , Anlan Fan

Natural interaction between multiple users within a shared virtual environment (VE) relies on each other's awareness of the current position of the interaction partners. This, however, cannot be warranted when users employ noncontinuous…

Human-Computer Interaction · Computer Science 2023-06-27 Jann Philipp Freiwald , Susanne Schmidt , Bernhard E. Riecke , Frank Steinicke

Immersive virtual reality (VR) emerges as a promising research and clinical tool. However, several studies suggest that VR induced adverse symptoms and effects (VRISE) may undermine the health and safety standards, and the reliability of…

Human-Computer Interaction · Computer Science 2021-01-21 Panagiotis Kourtesis , Simona Collina , Leonidas A. A. Doumas , Sarah E. MacPherson

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…

Human-Computer Interaction · Computer Science 2020-06-30 Thiago Porcino , Esteban Clua , Daniela Trevisan , Érick Rodrigues , Alexandre Silva

The absence of physical information during hand-object interaction in a virtual environment diminishes realism and immersion. Kinesthetic haptic feedback has proven effective in delivering realistic object-derived haptic cues, enhancing the…

Human-Computer Interaction · Computer Science 2026-02-10 Kun-Woo Song , Youngrae Kim , Sang Ho Yoon

Background: Given that VR is applied in multiple domains, understanding the effects of cyber-sickness on human cognition and motor skills and the factors contributing to cybersickness gains urgency. This study aimed to explore the…

Human-Computer Interaction · Computer Science 2024-02-05 Panagiotis Kourtesis , Agapi Papadopoulou , Petros Roussos

Interaction in virtual reality (VR) environments is essential to achieve a pleasant and immersive experience. Most of the currently existing VR applications, lack of robust object grasping and manipulation, which are the cornerstone of…

Simulation-based training is an effective tool for acquiring practical skills, specifically to train new surgeons in a controlled and hazard-free environment, it is however important to measure participants cognitive load to decide whether…

Neurons and Cognition · Quantitative Biology 2021-04-13 Maxim Bez , Neta B. Maimon , Denis Ddobot , Lior Molcho , Nathan Intrator , Eli Kakiashvilli , Amitai Bickel

Mindfulness has been studied and practiced in enhancing psychological well-being while reducing neuroticism and psychopathological indicators. However, practicing mindfulness with continuous attention is challenging, especially for…

Human-Computer Interaction · Computer Science 2025-10-31 Jamie Ngoc Dinh , You-Jin Kim , Myungin Lee

Users of Virtual Reality (VR) systems often experience vection, the perception of self-motion in the absence of any physical movement. While vection helps to improve presence in VR, it often leads to a form of motion sickness called…

Human-Computer Interaction · Computer Science 2017-10-10 Pulkit Budhiraja , Mark Roman Miller , Abhishek K Modi , David Forsyth

Perceiving spatial information of a virtual object (e.g, direction, distance) is critical yet challenging for blind users seeking an immersive virtual reality (VR) experience. To facilitate VR accessibility for blind users, in this paper,…

Human-Computer Interaction · Computer Science 2025-02-19 Jiasheng Li , Zining Zhang , Zeyu Yan , Yuhang Zhao , Huaishu Peng

Recent research has focused on the effectiveness of Virtual Reality (VR) in games as a more immersive method of interaction. However, there is a lack of robust analysis of the physiological effects between VR and flatscreen (FS) gaming.…

Human-Computer Interaction · Computer Science 2024-10-28 Ritik Vatsal , Shrivatsa Mishra , Rushil Thareja , Mrinmoy Chakrabarty , Ojaswa Sharma , Jainendra Shukla

In this study, we utilized statistical analysis and machine learning methods to examine whether rehabilitation exercises can improve patients post-stroke functional abilities, as well as forecast the improvement in functional abilities. Our…

Blind and low-vision (BLV) individuals experience lower levels of physical activity (PA) compared to sighted peers due to a lack of accessible, engaging exercise options. Existing solutions often rely on auditory cues but do not fully…

Human-Computer Interaction · Computer Science 2025-08-05 Sanchita S. Kamath , Omar Khan , Anurag Choudhary , Jan Meyerhoff-Liang , Soyoung Choi , JooYoung Seo

Virtual reality (VR) is known to cause a "time compression" effect, where the time spent in VR feels to pass faster than the effective elapsed time. Our goal with this research is to investigate if the physical realism of a VR experience…

Human-Computer Interaction · Computer Science 2023-05-05 Kadir Lofca , Jason Jerald , Dalton Costa , Regis Kopper

There is a lack of virtual reality (VR) user studies that have been conducted involving people with vision/hearing impairments. This is due to the difficulty of recruiting participants and the accessibility barriers of VR devices. Based on…

Human-Computer Interaction · Computer Science 2025-04-11 Wenge Xu , Craig Anderton , Kurtis Weir , Arthur Theil

Vision-language models (VLMs) have demonstrated remarkable performance across a wide range of computer-vision tasks, sparking interest in their potential for digital health applications. Here, we apply VLMs to two fundamental challenges in…

Computer Vision and Pattern Recognition · Computer Science 2025-11-25 Victor Li , Naveenraj Kamalakannan , Avinash Parnandi , Heidi Schambra , Carlos Fernandez-Granda

This study analyzes behavioral engagement in SONAR, a virtual reality application designed for sign language training and validation. We focus on three automatically derived engagement indicators (Visual Attention (VA), Video Replay…

Human-Computer Interaction · Computer Science 2026-03-23 Davide Traini , José Manuel Alcalde-Llergo , Mariana Buenestado-Fernández , Domenico Ursino , Enrique Yeguas-Bolívar

Vibrotactile stimulation has been explored to accelerate the acquisition of motor skills involving finger movements (Gemicioglu et al. 2022, Markow et al. 2010, Seim et al. 2017). This study evaluates the effectiveness of vibrotactile…

Human-Computer Interaction · Computer Science 2025-03-10 Matteo A. Coscia , Mazen Al Borno
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