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Over the past years, there has been a shift towards online and hybrid meeting forms in workplace environments, partly as a consequence of various COVID-19 restrictions. However, the decision-making process on how to best collaborate with…
Digital technologies are reshaping how people experience their surroundings, often pulling focus toward virtual spaces and making it harder to stay present and engaged. Wearable augmented reality (AR), by embedding digital information into…
The existence of gender differences in the structure and composition of social networks is a well established finding in the social and behavioral sciences, but researchers continue to debate whether structural, dispositional, or life…
Social technologies are the systems, interfaces, features, infrastructures, and architectures that allow people to interact with each other online. These technologies dramatically shape the fabric of our everyday lives, from the information…
Virtual reality (VR) is not a new technology but has been in development for decades, driven by advances in computer technology. Currently, VR technology is increasingly being used in applications to enable immersive, yet controlled…
We present a comparative study of building with LEGO in three environments: the physical world, a Virtual Reality (VR) counterpart, and a VR setting enhanced with "superpowers". The study aims to understand how traditional creative hands-on…
Augmented Reality (AR) is evolving to become the next frontier in social media, merging physical and virtual reality into a living metaverse, a Social MediARverse. With this transition, we must understand how different contexts (public,…
Virtual Reality (VR) and Augmented Reality (AR) tools have been applied in all engineering fields in order to avoid the use of physical prototypes, to train in high-risk situations, and to interpret real or simulated results. In order to…
Virtual globes have progressed from little-known technology to broadly popular software in a mere few years. We investigated this phenomenon through a survey and discovered that, while virtual globes are en vogue, their use is restricted to…
Virtual Reality (VR) is rapidly increasing in popularity as a teaching tool. It allows for the creation of a highly immersive, three-dimensional virtual environment intended to simulate real-life environments. With more robots saturating…
Collaborating across dissimilar, distributed spaces presents numerous challenges for computer-aided spatial communication. Mixed reality (MR) can blend selected surfaces, allowing collaborators to work in blended f-formations (facing…
Despite growing interest in virtual and augmented reality (VR/AR) for mental well-being, prior work using immersive interventions to teach mental health skills has largely focused on calming or abstract settings. As a result, little is…
Cinematic Virtual Reality (CVR) is a narrative-driven VR experience that uses head-mounted displays with a 360-degree field of view. Previous research has explored different viewing modalities to enhance viewers' CVR experience. This study…
Socially Assistive Robots (SARs) are becoming very popular every day because of their effectiveness in handling social situations. However, social robots are perceived as intelligent, and thus their decision-making process might have a…
Studying how social contexts shape technology interactions and how we experience them is hard. One challenge is that social contexts are very dynamic and shaped by the situated practices of everyone involved. As a result, the same…
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…
The ability to regulate and cope with strong emotions is essential for maintaining our mental health and well-being. However, learning how to emotionally regulate can be a bit of a mystery since it is largely an invisible process and it can…
Coworking is characterized by different people sharing a workspace to benefit from the inspiring working atmosphere. Even before Covid-19, many positive effects and dynamics were not fully exploited by their users. One reason is a lack of…
This paper presents an investigation into the integration of virtual reality (VR) tours in online English lessons tailored for adult learners. The study utilised a design-based research approach to evaluate the effectiveness of VR tours in…
Virtual reality (VR) has been increasingly utilised as a simulation tool for human-robot interaction (HRI) studies due to its ability to facilitate fast and flexible prototyping. Despite efforts to achieve high validity in VR studies,…