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This systematic review explores the viability of virtual reality (VR) technologies for enhancing learning outcomes and operational efficiency within the construction industry. This study evaluates the current integration of VR in…
As more people work from home or during travel, new opportunities and challenges arise around mobile office work. On one hand, people may work at flexible hours, independent of traffic limitations, but on the other hand, they may need to…
It is clear, from the major press coverage that Virtual Reality (VR) development is garnering, that there is a huge amount of development interest in VR across multiple industries, including video streaming, gaming and simulated learning.…
Due to the still relatively low number of users, acquiring large-scale and multidimensional virtual reality datasets remains a significant challenge. Consequently, VR datasets comparable in size to state-of-the-art collections in natural…
What is Virtual Reality? A professional tool, made to facilitate our everyday tasks? A conceptual mistake, accompanied by cybersickness and unsolved locomotion issues since the very beginning? Or just another source of entertainment that…
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…
The COVID19 pandemic has demonstrated a need for remote learning and virtual learning applications such as virtual reality (VR) and tablet-based solutions. Creating complex learning scenarios by developers is highly time-consuming and can…
Our study's concern is about how to enlarge the scope of the virtual museum concept from the mediation activities as they are carried out in today's digital planetariums to training activities dedicated to the public. We assume that these…
Generative Artificial Intelligence (AI) models can propose solutions to scientific problems beyond human capability. To truly make conceptual contributions, researchers need to be capable of understanding the AI-generated structures and…
Sedentary behavior is becoming increasingly prevalent in daily work and study environments. VR exergaming has emerged as a promising solution in these places of work and study. However, private spaces in these environments are not easy, and…
The advent of technology-enhanced interventions has significantly transformed mental health services, offering new opportunities for delivering psychotherapy, particularly in remote settings. This paper reports on a pilot study exploring…
Media streaming has been adopted for a variety of applications such as entertainment, visualization, and design. Unlike video/audio streaming where the content is usually consumed sequentially, 3D applications such as gaming require…
There is a sensory gulf between the Earth that humans inhabit and the digital realms in which modern AI agents are created. To develop AI agents that can sense, think, and act as flexibly as humans in real-world settings, it is imperative…
Meditation, or mindfulness, is widely used to improve mental health. With the emergence of Virtual Reality technology, many studies have provided evidence that meditation with VR can bring health benefits. However, to our knowledge, there…
In today's world, where societal challenges in the areas of digitalization, demographic change and sustainability are becoming increasingly complex, new innovation structures are needed to meet these challenges. Living Labs or also Real…
The advent of personalized reality has arrived. Rapid development in AR/MR/VR enables users to augment or diminish their perception of the physical world. Robust tooling for digital interface modification enables users to change how their…
User Experience (UX) in virtual worlds is a fast-developing discipline that requires creative design concepts to overcome the divide between physical and virtual interaction. This research investigates primary principles and techniques to…
This work introduces the design, implementation, and validation of a virtual reality (VR) experience aimed at promoting the inclusion of individuals with dyslexia in university settings. Unlike traditional awareness methods, this immersive…
Traditional 3D modeling requires technical expertise, specialized software, and time-intensive processes, making it inaccessible for many users. Our research aims to lower these barriers by combining generative AI and augmented reality (AR)…
This research aims to examine the effects of various vibrotactile feedback techniques on gait (i.e., walking patterns) in virtual reality (VR). Prior studies have demonstrated that gait disturbances in VR users are significant usability…