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Experiential AI is presented as a research agenda in which scientists and artists come together to investigate the entanglements between humans and machines, and an approach to human-machine learning and development where knowledge is…
In recent years, an increasing number of Human-Robot Interaction (HRI) approaches have been implemented and evaluated in Virtual Reality (VR), as it allows to speed-up design iterations and makes it safer for the final user to evaluate and…
The cognitive load can be used to assess if someone is struggling while performing a task. It can be used in many different situations such as in driving, piloting, studying, playing, working, etc. This information can help to design better…
Virtual Worlds (VWs) are an emerging technology used by a growing number of educational institutions around the world. It is an environment, a way of learning and an educational tool that allows different levels of online interaction. In…
Augmented reality (AR) provides users with a unique social space where virtual objects are natural parts of the real world. The users can interact with 3D virtual objects and virtual humans projected onto the physical environment. This work…
Virtual Reality (VR) museums provide immersive visiting experiences. Despite growing efforts in VR museum design optimization, limited research addresses its efficacy for older adults. We sought to investigate the challenges of and…
Given the rapid advance in ITS technologies, future mobility is pointing to vehicular autonomy. However, there is still a long way before full automation, and human intervention is required. This work sheds light on understanding human…
Achieving a symbiotic blending between reality and virtuality is a dream that has been lying in the minds of many people for a long time. Advances in various domains constantly bring us closer to making that dream come true. Augmented…
While Virtual Reality (VR) systems have become increasingly immersive, they still rely predominantly on visual input, which can constrain perceptual performance when visual information is limited. Incorporating additional sensory…
This paper summarizes current notes about a new mixed-reality paradigm that we named as "pervasive virtuality". This paradigm has emerged recently in industry and academia through different initiatives. In this paper we intend to explore…
Our interactions with technology do not just shape our individual experiences. They also affect people around us. Although previous research has addressed such "witness" experiences, the actual effect of interaction design on the witness…
The relationships between the listener, physical world and virtual environment (VE) should not only inspire the design of natural multimodal interfaces but should be discovered to make sense of the mediating action of VR technologies. This…
Mixed Reality (MR) technologies such as Virtual and Augmented Reality (VR, AR) are well established in medical practice, enhancing diagnostics, treatment, and education. However, there are still some limitations and challenges that may be…
With the rising interest in Virtual Reality and the fast development and improvement of available devices, new features of interactions are becoming available. One of them that is becoming very popular is hand tracking, as the idea to…
For over half a century, the computer mouse has been the primary tool for interacting with digital data, yet it remains a limiting factor in exploring complex, multi-scale scientific images. Traditional 2D visualization methods hinder…
A lot of work in social virtual reality, including our own group's, has focused on effectiveness of specific social behaviours such as eye-gaze, turn taking, gestures and other verbal and non-verbal cues. We have built upon these to look at…
Technologies can support people with early onset dementia (PwD) to aid them in Instrumental Activities of Daily Living (IADL). The integration of physical and virtual realities in Mixed reality technologies (MRTs) could provide scalable and…
Disabled people experience many barriers in daily life, but non-disabled people rarely pause to reflect and engage in joint action to advocate for access. In this demo, we explore the potential of Virtual Reality (VR) to sensitize…
In this paper, we describe the development and operating principles of an immersive virtual reality (VR) visualisation environment that is designed around the use of consumer VR headsets in an existing wide area motion capture suite. We…
Augmented and virtual reality (AR/VR) hold significant potential to transform how we communicate, collaborate, and interact with others. However, there has been a lack of work to date investigating accessibility barriers in relation to…