Related papers: Understanding Physical Breakdowns in Virtual Reali…
Virtual reality (VR) allows users to see and manipulate virtual scenes and items through input devices, like head-mounted displays. In this study, the effects of button size, spacing, and depth on the usability of virtual buttons in VR…
When AI interacts with the physical world -- as a robot or an assistive agent -- new safety challenges emerge beyond those of purely ``digital AI". In such interactions, the potential for physical harm is direct and immediate. How well do…
It is difficult to conduct training and evaluate workers' postural performance by using the actual job site environment due to safety concerns. Virtual reality (VR) provides an alternative to create immersive working environments without…
Visual-vestibular conflicts (VVCs) are a primary contributor to visually induced motion sickness (VIMS) in head-mounted displays (HMDs). However, virtual reality (VR) comfort studies often rely on exposing seated or standing users to…
Automated Guided Vehicles (AGV) in factory automation are increasingly capable of moving autonomously in close proximity to human workers. While their physical safety is regulated by standards and directives, perceived safety and workers…
Virtual Reality (VR) is increasingly used for training and demonstration purposes including a variety of applications ranging from robot learning to rehabilitation. However, the choice of input device and its visualization might influence…
Proxemics, the study of spatial behavior, is fundamental to social interaction and increasingly relevant for virtual reality (VR) applications. While previous research has established that users respond to personal space violations in VR…
In most VR experiences, the visual sense dominates other modes of sensory input, encouraging non-visual senses to respond as if the visual were real. The simulated visual world thus becomes a sort of felt actuality, where the 'actual'…
Virtual reality (VR) platforms and apps collect user sensor data, including motion, facial, eye, and hand data, in abstracted form. These data may expose users to unique privacy risks without their knowledge or meaningful awareness, yet the…
Eye tracking is routinely being incorporated into virtual reality (VR) systems. Prior research has shown that eye tracking data, if exposed, can be used for re-identification attacks. The state of our knowledge about currently existing…
Extended reality (XR) devices have become ubiquitous. They are equipped with arrays of sensors, collecting extensive user and environmental data, allowing inferences about sensitive user information users may not realize they are sharing.…
Asymmetric AR/VR collaboration systems bring a remote VR user to a local AR user's physical environment, allowing them to communicate and work within a shared virtual/physical space. Such systems often display the remote environment through…
Social Virtual Reality (VR), where people meet in virtual spaces via 3D avatars, is used by children and adults alike. Children experience new forms of harassment in social VR where it is often inaccessible to parental oversight. To date,…
The term "metaverse", a three-dimensional virtual universe similar to the real realm, has always been full of imagination since it was put forward in the 1990s. Recently, it is possible to realize the metaverse with the continuous emergence…
Mixed Reality (MR) and Virtual Reality (VR) simulations are hampered by requirements for hand controllers or attempts to perseverate in use of two-dimensional computer interface paradigms from the 1980s. From our efforts to produce more…
Virtual Reality (VR) applications often require users to perform actions with two hands when performing tasks and interacting with objects in virtual environments. Although bimanual interactions in VR can resemble real-world interactions --…
The ability to regulate and cope with strong emotions is essential for maintaining our mental health and well-being. However, learning how to emotionally regulate can be a bit of a mystery since it is largely an invisible process and it can…
Virtual Reality (VR) technology is rapidly growing in recent years. VR devices such as Meta Quest 3 utilize numerous sensors to collect users' data to provide an immersive experience. Due to the extensive data collection and the immersive…
Gaze interaction presents a promising avenue in Virtual Reality (VR) due to its intuitive and efficient user experience. Yet, the depth control inherent in our visual system remains underutilized in current methods. In this study, we…
The application and implementation of collaborative embodiment in virtual reality (VR) are a critical aspect of the computer science landscape, aiming to enhance multi-user interaction and teamwork in immersive environments. A notable and…