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The appearance of a virtual avatar significantly influences its perceived appropriateness and the user's experience, particularly in healthcare applications. This study analyzed interactions with six avatars of varying characteristics in a…
Virtual humans need to be persuasive in order to promote behaviour change in human users. While several studies have focused on understanding the numerous aspects that influence the degree of persuasion, most of them are limited to dyadic…
CONTRIBUTION: This paper presents an empirical study of an introductory-level programming course with students using multiple monitors and compares their performance and self-reported experiences versus students using a single monitor.…
User expectations impact the evaluation of new interactive systems. Increased expectations may enhance the perceived effectiveness of interfaces in user studies, similar to a placebo effect observed in medical studies. To showcase the…
This research presents a proof-of-concept prototype of an all-in-one mixed reality application platform, developed to investigate the needs and expectations of users from mixed reality systems. The study involved an extensive user study…
The usage of virtual avatars in healthcare applications has become widely popular; however, certain critical aspects, such as social distancing and avatar size, remain insufficiently explored. This research investigates user experience and…
Technologies for enhancing well-being, healthcare vigilance and monitoring are on the rise. However, despite patient interest, such technologies suffer from low adoption. One hypothesis for this limited adoption is loss of human interaction…
Human sensory processing is sensitive to the proximity of stimuli to the body. It is therefore plausible that these perceptual mechanisms also modulate the detectability of content in VR, depending on its location. We evaluate this in a…
The recent growth of digital interventions for mental well-being prompts a call-to-arms to explore the delivery of personalised recommendations from a user's perspective. In a randomised placebo study with a two-way factorial design, we…
Virtual reality (VR) not only allows head-mounted display (HMD) users to immerse themselves in virtual worlds but also to share them with others. When designed correctly, this shared experience can be enjoyable. However, in typical…
This paper reports on a study conducted as part of the EU EMPATHIC project, whose goal is to develop an empathic virtual coach capable of enhancing seniors' well-being, focusing on user requirements and expectations with respect to…
Interaction plays a vital role during visual network exploration as users need to engage with both elements in the view (e.g., nodes, links) and interface controls (e.g., sliders, dropdown menus). Particularly as the size and complexity of…
The increasing number of users with multiple mobile devices underscores the importance of understanding how users interact, often simultaneously, with these multiple devices. However, most device based monitoring studies have focused only…
Demographic growth and rise in the average age of the population is increasing the demand for the elderly assistance. Health care oriented ambient intelligence technologies are fundamental to support elderly peoples' autonomy. In this…
A key aspect of patient-focused drug development is identifying and measuring outcomes that are important to patients in clinical trials. Many medical conditions affect multiple symptom domains, and a consensus approach to determine the…
We investigate the perception of visual variables on wall-sized tiled displays within an immersive environment. We designed and conducted two formal user studies focusing on elementary visualization reading tasks in VR. The first study…
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…
The aim of this thesis was the design and development of an interactive system enhancing collaborative sensemaking. The system design was based on related work research and preliminary user study. The system is based on multiple…
Network visualizations are commonly used to analyze relationships in various contexts. To efficiently explore a network visualization, the user needs to quickly navigate to different parts of the network and analyze local details. Recent…
Technology presents a significant educational opportunity, particularly in enhancing emotional engagement and expanding learning and educational prospects for individuals with Neurodevelopmental Disorders (NDD). Virtual reality emerges as a…