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Body actions and head gestures are natural interfaces for interaction in virtual environments. Existing methods for in-place body action recognition often require hardware more than a head-mounted display (HMD), making body action…

Human-Computer Interaction · Computer Science 2023-02-28 Jingbo Zhao , Mingjun Shao , Yaojun Wang , Ruolin Xu

Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the major hypotheses for the cause of cybersickness. In this paper, we conducted a two-week-long experiment to…

Human-Computer Interaction · Computer Science 2024-04-16 Seonghoon Kang , Yechan Yang , Gerard Jounghyun Kim , Hanseob Kim

Prolonged exposure to virtual reality (VR) systems leads to visual fatigue, impairs user comfort, performance, and safety, particularly in high-stakes or long-duration applications. Existing fatigue detection approaches rely on subjective…

Human-Computer Interaction · Computer Science 2026-01-21 Numan Zafar , Johnathan Locke , Shafique Ahmad Chaudhry

AI-powered coding assistants are rapidly becoming fixtures in professional IDEs, yet their sustained influence on everyday development remains poorly understood. Prior research has focused on short-term use or self-reported perceptions,…

Software Engineering · Computer Science 2026-03-31 Agnia Sergeyuk , Eric Huang , Dariia Karaeva , Anastasiia Serova , Yaroslav Golubev , Iftekhar Ahmed

Although the use of technologies like multimedia and virtual reality (VR) in training offer the promise of improved learning, these richer and potentially more engaging materials do not consistently produce superior learning outcomes.…

Human-Computer Interaction · Computer Science 2024-07-09 Benjamin A. Clegg , Alex Karduna , Ethan Holen , Jason Garcia , Matthew G. Rhodes , Francisco R. Ortega

Conventional methods for diagnosing Social Anxiety Disorder (SAD), such as clinical interviews and self-reported questionnaires, often face accessibility barriers and subjective biases, underscoring the need for objective physiological…

Human-Computer Interaction · Computer Science 2025-12-02 Nilesh Kumar Sahu , Snehil Gupta , Haroon R. Lone

Recent years have seen a resurgence of interest in using Virtual Reality (VR) technology to benefit instruction, especially in physics and related subjects. As VR devices improve and become more widely available, there remains a number of…

What is Virtual Reality? A professional tool, made to facilitate our everyday tasks? A conceptual mistake, accompanied by cybersickness and unsolved locomotion issues since the very beginning? Or just another source of entertainment that…

Human-Computer Interaction · Computer Science 2020-09-10 Andrey Krekhov

Virtual reality (VR) not only allows head-mounted display (HMD) users to immerse themselves in virtual worlds but also to share them with others. When designed correctly, this shared experience can be enjoyable. However, in typical…

Human-Computer Interaction · Computer Science 2024-08-15 Zixuan Guo , Wenge Xu , Hongyu Wang , Tingjie Wan , Nilufar Baghaei , Cheng-Hung Lo , Hai-Ning Liang

Artificial intelligence systems increasingly involve continual learning to enable flexibility in general situations that are not encountered during system training. Human interaction with autonomous systems is broadly studied, but research…

We are experiencing an upcoming trend of using head mounted display systems in games and serious games, which is likely to become an established practice in the near future. While these systems provide highly immersive experiences, many…

Human-Computer Interaction · Computer Science 2016-11-22 Thiago M. Porcino , Esteban W. Clua , Cristina N. Vasconcelos , Daniela Trevisan , Luis Valente

With growing investment in consumer augmented reality (AR) headsets and glasses, wearable AR is moving from niche applications to everyday use. However, current research primarily examines AR in controlled settings, offering limited…

Human-Computer Interaction · Computer Science 2025-02-13 Tram Thi Minh Tran , Shane Brown , Oliver Weidlich , Soojeong Yoo , Callum Parker

Technology based screentime, the time an individual spends engaging with their computer or cell phone, has increased exponentially over the past decade, but perhaps most alarmingly amidst the COVID-19 pandemic. Although many software based…

Human-Computer Interaction · Computer Science 2022-01-04 Mina Khan , Zeel Patel , Kathryn Wantlin , Elena Glassman , Pattie Maes

Wearable devices, such as smartwatches and head-mounted displays, are increasingly used for prolonged tasks like remote learning and work, but sustained interaction often leads to user fatigue, reducing efficiency and engagement. This study…

Machine Learning · Computer Science 2025-06-17 Yikan Wang

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…

Human-Computer Interaction · Computer Science 2021-04-13 Lisa Izzouzi , Anthony Steed

Real-time tracking of human body motion is crucial for interactive and immersive experiences in AR/VR. However, very limited sensor data about the body is available from standalone wearable devices such as HMDs (Head Mounted Devices) or AR…

Computer Vision and Pattern Recognition · Computer Science 2022-09-21 Alexander Winkler , Jungdam Won , Yuting Ye

Recent advancements in robotics have increased the possibilities for integrating robotic systems into human-involved workplaces, highlighting the need to examine and optimize human-robot coordination in collaborative settings. This study…

Robotics · Computer Science 2025-11-26 Róisín Keenan , Joost C. Dessing

Digitalization and virtualization are parts of our everyday lives in almost all aspects ranging from work, education, and communication to entertainment. A novel step in this direction is the widespread interest in extended reality (XR)…

Human-Computer Interaction · Computer Science 2024-05-10 Sebastian Cmentowski , Sukran Karaosmanoglu , Frank Steinicke

We propose unwinding the rotations experienced by the user of an immersive telepresence robot to improve comfort and reduce VR sickness of the user. By immersive telepresence we refer to a situation where a 360\textdegree~camera on top of a…

Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative…

Human-Computer Interaction · Computer Science 2020-02-19 René Peinl , Tobias Wirth