Related papers: Mitigating Ageism through Virtual Reality: Interge…
Joint improvisation is observed to emerge spontaneously among humans performing joint action tasks, and has been associated with high levels of movement synchrony and enhanced sense of social bonding. Exploring the underlying cognitive and…
Infants explore their complex physical and social environment in an organized way. To gain insight into what intrinsic motivations may help structure this exploration, we create a virtual infant agent and place it in a…
Recent years have seen a sharp increase in the number of underage users in virtual reality (VR), where security and privacy (S\&P) risks such as data surveillance and self-disclosure in social interaction have been increasingly prominent.…
We present Project IRL (In Real Life), a suite of five mobile apps we created to explore novel ways of supporting in-person social interactions with augmented reality. In recent years, the tone of public discourse surrounding digital…
The sense of realism in avatar animation is a widely pursued goal in social VR applications. A common approach to enhancing realism is improving the match between avatar motion and real-world human movement. However, experience with…
In this paper we explore the feasibility and design challenges in supporting co-located and virtual social interactions in residential care by building on the practice of reminiscence. Motivated by the challenges of social interaction in…
Virtual Reality (VR) is increasingly used in neuropsychological assessments due to its ability to simulate real-world environments. This study aimed to develop and evaluate the Trail Making Test in VR (TMT-VR) and investigate the effects of…
Virtual reality (VR) is an important new technology that is fun-damentally changing the way people experience entertainment and education content. Due to the fact that most currently available VR products are one size fits all, the…
The growing demand for accessible therapeutic options has led to the exploration of Virtual Reality (VR) as a platform for forest bathing, which aims to reduce stress and improve cognitive functions. This paper brings together findings from…
AI-enhanced scams now employ deepfake technology to produce convincing audio and visual impersonations of trusted family members, often grandchildren, in real time. These attacks fabricate urgent scenarios, such as legal or medical…
Despite extensive use in related domains, Virtual Reality (VR) for generalised anxiety disorder (GAD) has received little previous attention. We report upon a VR environment created for the Oculus Rift and Unreal Engine 4 (UE4) to…
Technological advancements have undoubtedly revolutionized various aspects of human life, altering the ways we perceive the world, engage with others, build relationships, and conduct our daily work routines. Among the recent advancements,…
Couples often experience a decrease in closeness as they cope with the demands of parenthood. Existing technologies have supported parenting and parental collaboration. However, these technologies do not adequately support closeness in…
In recent years, there has been an increasing interest in the use of robotic technology at home. A number of service robots appeared on the market, supporting customers in the execution of everyday tasks. Roughly at the same time, consumer…
Interacting with human agents in complex scenarios presents a significant challenge for robotic navigation, particularly in environments that necessitate both collision avoidance and collaborative interaction, such as indoor spaces. Unlike…
Virtual Reality (VR) has witnessed a rising issue of harassment, prompting the integration of safety controls like muting and blocking in VR applications. However, the lack of standardized safety measures across VR applications hinders…
Virtual Reality (VR) co-manipulation enables multiple users to collaboratively interact with shared virtual objects. However, existing research treats objects as monolithic entities, overlooking scenarios where users need to manipulate…
Virtual reality (VR) has emerged as a promising tool for assessing instrumental activities of daily living (IADLs) in older adults. However, the ecological validity of these simulations is often compromised by simplified or low-fidelity…
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…
Every human with a functioning vestibular system is capable of feeling motion sickness, but some are more vulnerable than others. Based on the leading theories explaining this condition, vulnerability should be predicted by a person's years…