Related papers: Mitigating Ageism through Virtual Reality: Interge…
As cognitive interventions for older adults evolve, modern technologies are increasingly integrated into their development. This study investigates the efficacy of augmented reality (AR)-based physical-cognitive training using an…
Recent discoveries in VR have opened up scope for designing physical tools and controllers to enhance immersion, through perceived reality. In a virtually simulated sports scenario it is challenging to immerse user because most of the…
In the event of a fire emergency in the built environment, occupants face a range of evacuation decisions, including the choice of exits. An important question from the standpoint of evacuation safety is how evacuees make these choices and…
Age-related cognitive impairment is generally characterized by gradual memory loss and decision-making difficulties. The aim of this study is to investigate multi level support and suggest relevant helping means for the elderly with mild…
This study explores the use of virtual reality (VR) as an innovative tool to enhance awareness, acceptance, and understanding of accessibility for persons with vision loss (VL). Through a VR-based workshop developed in collaboration with…
Virtual reality (VR) is widely used for procedural medical training, yet most simulators emphasize realism while providing limited formative feedback. We examine how gamification affects performance, workload, and experiential quality in VR…
The potential of using video games as well as gaming engines for educational and research purposes is promising, especially with the current progress of Industry 4.0 technologies such as augmented and virtual reality devices. However, it is…
We challenge text-to-image models with generating escape room puzzle images that are visually appealing, logically solid, and intellectually stimulating. While base image models struggle with spatial relationships and affordance reasoning,…
Virtual Reality (VR) techniques, serving as the bridge between the real and virtual worlds, have boomed and are widely used in manufacturing, remote healthcare, gaming, etc. Specifically, VR systems offer users immersive experiences that…
Understanding validity of user behaviour in Virtual Environments (VEs) is critical as they are increasingly being used for serious Health and Safety applications such as predicting human behaviour and training in hazardous situations. This…
Historically the training of teams has been implemented using a face-to-face approach. In the past decade, on-line multiuser virtual environments have offered a solution for training teams whose members are geographically dispersed. In…
Social Virtual Reality (VR) games offer immersive socialization experiences but pose significant challenges of harassment. Common solutions, such as reporting and moderation, address harassment after it happens but fail to prevent or stop…
Digital portals in retirement communities often create physical and cognitive barriers for older adults, leading to digital avoidance. Generative AI offers a solution by enabling natural language interaction, yet its adoption is hindered by…
To allow non-designers' involvement in design projects new methods are needed. Co-design gives the same opportunity to all the multidisciplinary participants to co-create ideas simultaneously. Nevertheless, current co-design processes…
Long-distance relationships (LDRs) have become more common in the last few decades, primarily among young adults pursuing educational or employment opportunities. A common way for couples in LDRs to spend time together is by playing…
The objective of this study is to develop and use a virtual reality game as a tool to assess the effects of realistic stress on the behavioral and physiological responses of participants. The game is based on a popular Steam game called…
Contribution: This article analyzes the learning effectiveness of a virtual educational escape room for teaching software engineering and compares this activity with traditional teaching through a randomized controlled trial. Background:…
People leverage avatars to communicate nonverbal behaviors in immersive virtual reality (VR), like interpersonal distance [2, 6] and virtual touch [5]. However, violations of appropriate physical distancing and unsolicited intimate touching…
We delineate the development of a mind-mapping system designed concurrently for both VR and desktop platforms. Employing an iterative methodology with groups of users, we systematically examined and improved various facets of our system,…
Collaborative virtual environments allow workers to contribute to team projects across space and time. While much research has closely examined the problem of working in different spaces at the same time, few have investigated the best…