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Significant research work has been undertaken related to the game-based learning approach over the last years. However, a closer look at this work reveals that further research is needed to examine some types of game-based learning…
The integration of digital technologies into memorialization practices offers opportunities to transcend physical and temporal limitations. However, designing personalized memorial spaces that address the diverse needs of the dying and the…
Architectural Education faces limitations due to its tactile approach to learning in classrooms with only 2-D and 3-D tools. At a higher level, virtual reality provides a potential for delivering more information to individuals undergoing…
Interacting with video games is challenging for people with upper-limb impairments, especially when multiple hand-based inputs are required in rapid succession. Human cooperation, where another person assists the player, has been proposed…
Amid current social distancing measures requiring people to work from home, there has been renewed interest on how to effectively converse and collaborate remotely utilizing currently available technologies. On the surface, VR provides a…
In social situations, individuals often encounter communication challenges, particularly when adapting to new environments. While some studies have acknowledged the potential of AR social games to aid in effective socialization to some…
Games are challenging for Reinforcement Learning~(RL) agents due to their reward-sparsity, as rewards are only obtainable after long sequences of deliberate actions. Intrinsic Motivation~(IM) methods -- which introduce exploration rewards…
In this paper, we developed a virtual reality (VR) system that can simulate color blindness and weakness. We built an immersive 3D web view interface where participants can discuss accessibility requirements for a fitness website projects…
Enhancing the earthquake behavioral responses and post-earthquake evacuation preparedness of building occupants is beneficial to increasing their chances of survival and reducing casualties after the main shock of an earthquake.…
Users of social virtual reality (VR) platforms often use user reviews to document incidents of witnessed and/or experienced user harassment. However, at present, research has yet to be explore utilising this data as a monitoring mechanism…
With the rapid progress in virtual reality (VR) technology, the scope of VR applications has greatly expanded across various domains. However, the superiority of VR training over traditional methods and its impact on learning efficacy are…
The emergence of virtual companions is transforming the evolution of intelligent systems that effortlessly cater to the unique requirements of users. These advanced systems not only take into account the user present capabilities,…
Participatory Design (PD) methods are effective in understanding older adults' perspectives, concerns, and wishes and generating ideas for new intelligent aids. The aim of our study was first to map perceptions and explore the needs of…
Using virtual reality (VR) head-mounted displays (HMDs) can induce VR sickness. VR sickness can cause strong discomfort, decrease users' presence and enjoyment, especially in games, shorten the duration of the VR experience, and can even…
Many researchers have developed VR systems for people with visual impairments by using various audio feedback techniques. However, there has been much less study of collaborative VR systems in which people with visual impairments and people…
Spaceflight is an isolated and confined environment (ICE) that exposes astronauts to psychological hazards, such as stress, danger, and monotony. Virtual reality (VR) and artificial intelligence (AI) technologies can serve as psychological…
Driven by the games community, virtual reality setups have lately evolved into affordable and consumer-ready mobile headsets. However, despite these promising improvements, it remains challenging to convey immersive and engaging VR games as…
This Work-In-Progress Paper for the Innovative Practice Category presents a novel experiment in active learning of cybersecurity. We introduced a new workshop on hacking for an existing science-popularizing program at our university. The…
Virtual Reality (VR) is a promising tool for interview training, yet the psychological dynamics of group interviews, such as social comparison, remain underexplored. We investigate this phenomenon by developing an immersive VR group…
Population aging and the ubiquity of technology in everyday life have made designing solutions for older adults a necessity. User-centered and participatory design approaches include elderly users in the software development process to some…