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Locomotion in Virtual Reality (VR) is an important part of VR applications. Many scientists are enriching the community with different variations that enable locomotion in VR. Some of the most promising methods are gesture-based and do not…
In recent years, social virtual reality (VR), sometimes described as the "metaverse," has become widely available. With its potential comes risks, including risks to privacy. To understand these risks, we study the identifiability of…
This preliminary study investigated user experiences in VR horror games, highlighting fear-triggering and gender-based differences in perception. By utilizing a scientifically validated and specially designed questionnaire, we successfully…
Predicting user intentions in virtual reality (VR) is crucial for creating immersive experiences, particularly in tasks involving complex grasping motions where accurate haptic feedback is essential. In this work, we leverage time-series…
In immersive Virtual Reality (VR), your brain can trick you into believing that your virtual hands are your real hands. Manipulating the representation of the body, namely the avatar, is a potentially powerful tool for the design of…
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.…
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…
We can create Virtual Reality (VR) interactions that have no equivalent in the real world by remapping spacetime or altering users' body representation, such as stretching the user's virtual arm for manipulation of distant objects or…
Recent research has focused on the effectiveness of Virtual Reality (VR) in games as a more immersive method of interaction. However, there is a lack of robust analysis of the physiological effects between VR and flatscreen (FS) gaming.…
Social virtual reality is an emerging medium of communication. In this medium, a user's avatar (virtual representation) is controlled by the tracked motion of the user's headset and hand controllers. This tracked motion is a rich data…
The ability to focus one's attention underlies success in many everyday tasks, but voluntary attention cannot be sustained for a long period of time. Several studies indicate that attention training using computer-based exercises can lead…
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…
Familiarity with audiences plays a significant role in shaping individual performance and experience across various activities in everyday life. This study delves into the impact of familiarity with non-playable character (NPC) audiences on…
Motion tracking "telemetry" data lies at the core of nearly all modern virtual reality (VR) and metaverse experiences. While generally presumed innocuous, recent studies have demonstrated that motion data actually has the potential to…
VR has recently been promoted as a tool for knowledge workers and studies have shown that it has the potential to improve knowledge work. However, studies on its prolonged use have been scarce. A prior study compared working in VR for one…
We study the performance and user experience of two popular mainstream text entry devices, desktop keyboards and touchscreen keyboards, for use in Virtual Reality (VR) applications. We discuss the limitations arising from limited visual…
Human sensory processing is sensitive to the proximity of stimuli to the body. It is therefore plausible that these perceptual mechanisms also modulate the detectability of content in VR, depending on its location. We evaluate this in a…
The spectatorship experience for virtual reality (VR) games differs strongly from its non-VR precursor. When watching non-VR games on platforms such as Twitch, spectators just see what the player sees, as the physical interaction is mostly…
Serious games for health are designed with specific health objectives and are increasingly being used in mental health interventions. Leveraging sensor equipped handheld devices such as smartphones and smartwatches, these games can provide…
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…