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With the proliferation of consumer virtual reality (VR) headsets and creative tools, content creators have started to experiment with new forms of interactive audience experience using immersive media. Understanding user attention and…
Hand-based interaction, such as using a handheld controller or making hand gestures, has been widely adopted as the primary method for interacting with both virtual reality (VR) and augmented reality (AR) head-mounted displays (HMDs). In…
Session length is a very important aspect in determining a user's satisfaction with a media streaming service. Being able to predict how long a session will last can be of great use for various downstream tasks, such as recommendations and…
Locomotion is one of the most essential interaction tasks in virtual reality (VR) with teleportation being widely accepted as the state-of-the-art locomotion technique at the time of this writing. A major draw-back of teleportation is the…
Subjective self-reports in VR user studies is a burdening and often tedious task for the participants. To minimize the disruption with the ongoing experience VR research has started to administer the surveying directly inside the virtual…
Teleportation, a widely-used locomotion technique in Virtual Reality (VR), allows instantaneous movement within VR environments. Enhanced hand tracking in modern VR headsets has popularized hands-only teleportation methods, which eliminate…
Mid-air haptic interfaces employ focused ultrasound waves to generate touchless haptic sensations on the skin. Prior studies have demonstrated the potential positive impact of mid-air haptic feedback on virtual experiences, enhancing…
This paper presents an experiment to assess the feasibility of using secondary input data as a method of determining user engagement in immersive virtual reality (VR). The work investigates whether secondary data (biosignals) acquired from…
Virtual reality (VR) is known to cause a "time compression" effect, where the time spent in VR feels to pass faster than the effective elapsed time. Our goal with this research is to investigate if the physical realism of a VR experience…
Designing effective user interfaces (UIs) for virtual reality (VR) is essential to enhance user immersion, usability, comfort, and accessibility in virtual environments. Despite the growing adoption of VR across domains, there is a…
Mobile navigation apps are among the most used mobile applications and are often used as a baseline to evaluate new mobile navigation technologies in field studies. As field studies often introduce external factors that are hard to control…
While short videos bring a lot of information and happiness to users, they also occupy users time and short videos gradually change peoples living habits. This paper studies the negative effects and negative emotions of users caused by…
Virtual environments (VEs) are increasingly used for immersive experiences, training simulations, and entertainment, yet factors such as height perception and user stance can significantly influence user experience (UX). Height perception…
Using virtual reality setups, users can fade out of their surroundings and dive fully into a thrilling and appealing virtual environment. The success of such immersive experiences depends heavily on natural and engaging interactions with…
Recent research has proposed teleoperation of robotic and aerial vehicles using head motion tracked by a head-mounted display (HMD). First-person views of the vehicles are usually captured by onboard cameras and presented to users through…
In this paper, we describe the results of replicating one of our studies from two years ago which compares two techniques for transferring content across multiple screens in VR. Results from the previous study have shown that a combined…
To adapt to different environments, human circadian rhythms will be constantly adjusted as the environment changes, which follows the principle of survival of the fittest. According to this principle, objective factors (such as circadian…
In video games, players' perception of the game world and related information depends on their or the game designer's choice of a virtual camera model. In this paper, we attempt to answer the research question of whether it is possible to…
User experience research often uses surveys and interviews, which may miss subconscious user interactions. This study explores eye-tracking and biometric feedback as tools to assess user engagement and cognitive load in digital interfaces.…
(arXiv abridged abstract) In the last two decades, videogames have evolved in a nearly explosive way from the pixelated graphics to today's near-realistic 3D environments. The interaction devices traditionally used in videogames have not…