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As virtual reality (VR) systems become increasingly more advanced, they are likewise expected to respond intelligently and adapt to individual user states, abilities, and preferences. Recent work has explored how VR can be adapted and…
A particular measure to evaluate a head-mounted display (HMD) based experience is the state of feeling present in virtual reality. Interruptions of a presence experience - break in presence (BIP) - appearing over time, need to be detected…
Understanding player behavior is fundamental in game data science. Video games evolve as players interact with the game, so being able to foresee player experience would help to ensure a successful game development. In particular, game…
The theory of swarm control shows promise for controlling multiple objects, however, scalability is hindered by cost constraints, such as hardware and infrastructure. Virtual Reality (VR) can overcome these limitations, but research on…
In automotive domain, operation of secondary tasks like accessing infotainment system, adjusting air conditioning vents, and side mirrors distract drivers from driving. Though existing modalities like gesture and speech recognition systems…
Gamification is frequently used to motivate people getting more physically active. However, most systems follow a one-size-fits-all gamification approach, although past research has shown that interpersonal differences exist in the…
Identification within media, whether with real or fictional characters, significantly impacts users, shaping their behavior and enriching their social and emotional experiences. Immersive media, like video games, utilize virtual entities…
Virtual Reality (VR) technologies offer immersive experiences but collect substantial user data. While deceptive design is well-studied in 2D platforms, little is known about its manifestation in VR environments and its impact on user…
Presence in virtual reality (VR), the subjective sense of "being there" in a virtual environment, is notoriously difficult to measure. Electroencephalography (EEG) may offer a promising, unobtrusive means of assessing a user's momentary…
We present a novel solution to the problem of 3D tracking of the articulated motion of human hand(s), possibly in interaction with other objects. The vast majority of contemporary relevant work capitalizes on depth information provided by…
To which degree can abstract gameplay metrics capture the player experience in a general fashion within a game genre? In this comprehensive study we address this question across three different videogame genres: racing, shooter, and…
The rising interest in Virtual Reality (VR) technology has sparked a desire to create immersive learning platforms capable of handling various tasks across environments. Through immersive interfaces, users can engage deeply with virtual…
Conventional robot programming methods are complex and time-consuming for users. In recent years, alternative approaches such as mixed reality have been explored to address these challenges and optimize robot programming. While the findings…
Gestures are central to human communication, enriching interactions through non-verbal expression. Virtual avatars increasingly use AI-generated gestures to enhance life-likeness, yet evaluations have largely been confined to 2D. Virtual…
Virtual reality (VR) is widely used for procedural medical training, yet most simulators emphasize realism while providing limited formative feedback. We examine how gamification affects performance, workload, and experiential quality in VR…
Recently, great progress has been made in virtual reality(VR) research and application. However, virtual reality faces a big problem since its appearance, i.e. discomfort (nausea, stomach awareness, etc). Discomfort can be relieved by…
In this paper, we show that unwinding the rotations of a user immersed in a telepresence robot is preferred and may increase the feeling of presence or "being there". By immersive telepresence, we mean a scenario where a user wearing a…
Virtual Reality (VR) techniques, serving as the bridge between the real and virtual worlds, have boomed and are widely used in manufacturing, remote healthcare, gaming, etc. Specifically, VR systems offer users immersive experiences that…
In this paper, we investigate the utility of head-mounted display (HMD) interfaces for navigation of mobile robots. We focus on the selection of waypoint positions for the robot, whilst maintaining an egocentric view of the robot's…
This study investigates the subjective experiences of users in two robotic object delivery methods: direct handover and table placement, when users are occupied with another task. A user study involving 15 participants engaged in a typing…