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This work explores how force feedback affects various aspects of robot data collection within the Extended Reality (XR) setting. Force feedback has been proved to enhance the user experience in Extended Reality (XR) by providing…
Mid-air interaction is one of the promising interaction modalities in virtual reality (VR) due to its merits in naturalness and intuitiveness, but the interaction suffers from the lack of haptic feedback as no force or vibrotactile feedback…
Commercial Virtual Reality (VR) transforms people's virtual experiences but introduces deceptive design opportunities that threaten user privacy. Although privacy deceptive patterns on 2D platforms are well-documented, their impacts in VR…
Mid-air gestures in Extended Reality (XR) often cause fatigue and imprecision. Surface-based interactions offer improved accuracy and comfort, but current egocentric vision methods struggle due to hand tracking challenges and unreliable…
The latest developments in computer hardware, sensor technologies, and artificial intelligence can make virtual reality (VR) and virtual spaces an important part of human everyday life. Eye tracking offers not only a hands-free way of…
Immersive technologies are capable of transporting people to distant or inaccessible environments that they might not otherwise visit. Practitioners and researchers alike are discovering new ways to replicate and enhance existing tourism…
We propose augmenting immersive telepresence by adding a virtual body, representing the user's own arm motions, as realized through a head-mounted display and a 360-degree camera. Previous research has shown the effectiveness of having a…
Haptic feedback has become crucial to enhance the user experiences in Virtual Reality (VR). This justifies the sudden burst of novel haptic solutions proposed these past years in the HCI community. This article is a survey of Virtual…
Gyroscope integration in Xbox controllers offers new possibilities for enhancing gaming experiences, particularly in first-person shooter (FPS) games. To investigate its potential, we conducted an empirical study with 11 participants,…
Augmented Reality (AR) collaboration can benefit from a shared 2D surface, such as a whiteboard. However, many features of each collaborators physical environment must be considered in order to determine the best placement and shape of the…
As Virtual Reality (VR) expands into fields like healthcare and education, ensuring secure and user-friendly authentication becomes essential. Traditional password entry methods in VR are cumbersome and insecure, making password managers…
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 paper introduces Hands-Free VR, a voice-based natural-language interface for VR. The user gives a command using their voice, the speech audio data is converted to text using a speech-to-text deep learning model that is fine-tuned for…
Immersive Analytics (IA) and consumer adoption of augmented reality (AR) and virtual reality (VR) head-mounted displays (HMDs) are both rapidly growing. When used in conjunction, stereoscopic IA environments can offer improved user…
Hand gesture is a new and promising interface for locomotion in virtual environments. While several previous studies have proposed different hand gestures for virtual locomotion, little is known about their differences in terms of…
This research explores how different virtual work environments, differing in the type and amount of elements they include, impact users' flow, performance, emotional state, and preferences. Pre-study interviews were conducted to inform the…
This chapter explores the practice of conducting user research studies and design assessments in virtual reality (VR). An overview of key VR hardware and software tools is provided, including game engines, such as Unity and Unreal Engine.…
Extended exposure to virtual reality environments can induce motion sickness, often referred to as cybersickness, which may lead to physiological stress responses and impaired cognitive performance. This study investigates the aftereffects…
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…
Shared control is a form of video gaming accessibility support that allows players with disabilities to delegate inaccessible controls to another person. Through interviews involving 14 individuals with lived experience of accessible gaming…