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Virtual Reality (VR) can support effective and scalable training of psychomotor skills in manufacturing. However, many industry training modules offer experiences that are close-ended and do not allow for human error. We aim to address this…
Previous studies showed that natural walking reduces the susceptibility to VR sickness. However, many users still experience VR sickness when wearing VR headsets that allow free walking in room-scale spaces. This paper studies VR sickness…
With the recent explosive growth of interest and investment in virtual reality (VR) and the so-called "metaverse," public attention has rightly shifted toward the unique security and privacy threats that these platforms may pose. While it…
Wearables activity trackers are becoming widely adopted to understand individual behavior. Understanding behavior may help in self-regulation such as self-monitoring, goal-setting, self-corrective, etc.; Nevertheless, challenges exist in…
Visual assistive technologies, such as Microsoft Seeing AI, can improve access to environmental information for persons with blindness or low vision (pBLV). Yet, the physical and functional implications of different device embodiments…
Objective. Evaluate the feasibility of Virtual Reality (VR) wayfinding training with aging adults, and examine the impact of the training on wayfinding performance. Design. Design involved wayfinding tasks in a study with three groups:…
As virtual reality (VR) devices become increasingly integrated into everyday settings, a growing number of users without prior experience will engage with VR systems. Automatically detecting a user's familiarity with VR as an interaction…
Virtual content in Augmented Reality (AR) applications can be constructed according to the designer's requirements, but real environments, are difficult to be accurate control or completely reproduce. This makes it difficult to prototype AR…
Wearable devices have revolutionized healthcare monitoring, allowing us to track physiological conditions without disrupting daily routines. Whereas monitoring physical health and physical activities have been widely studied, their…
Prolonged mid-air interaction in virtual reality (VR) causes arm fatigue and discomfort, negatively affecting user experience. Incorporating ergonomic considerations into VR user interface (UI) design typically requires extensive…
Digital platforms increasingly support collective action initiatives, yet coordinating geographically dispersed users through digital interfaces remains challenging, particularly in threshold settings where success requires critical mass…
Few VR applications and games implement captioning of speech and audio cues, which either inhibits or prevents access of their application by deaf or hard of hearing (DHH) users, new language learners, and other caption users. Additionally,…
Traditional cinematography has relied for over a century on a well-established set of editing rules, called continuity editing, to create a sense of situational continuity. Despite massive changes in visual content across cuts, viewers in…
In this paper, we show that unwinding the rotations of a user immersed in a telepresence robot is preferred and may increase the feeling of presence or "being there". By immersive telepresence, we mean a scenario where a user wearing a…
Virtual Reality (VR) is quickly establishing itself in various industries, including training, education, medicine, and entertainment, in which users are frequently required to carry out multiple complex cognitive and physical activities.…
Continuous high perceived workload has a negative impact on the individual's well-being. Prior works focused on detecting the workload with medical-grade wearable systems in the restricted settings, and the effect of applying deep learning…
Working memory involves the temporary retention of information over short periods. It is a critical cognitive function that enables humans to perform various online processing tasks, such as dialing a phone number, recalling misplaced…
This research aims to examine the effects of various vibrotactile feedback techniques on gait (i.e., walking patterns) in virtual reality (VR). Prior studies have demonstrated that gait disturbances in VR users are significant usability…
Augmented Reality (AR) is increasingly positioned as a tool for knowledge work, providing beneficial affordances such as a virtually limitless display space that integrates digital information with the user's physical surroundings. However,…
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…