Related papers: Task-Based Role-Playing VR Game for Supporting Int…
Selection of occluded objects is a challenging problem in virtual reality, even more so if multiple objects are involved. With the advent of new artificial intelligence technologies, we explore the possibility of leveraging large language…
Sign language (SL) is an essential mode of communication for Deaf and Hard-of-Hearing (DHH) individuals. Its education remains limited by the lack of qualified instructors, insufficient early exposure, and the inadequacy of traditional…
In this study, we investigated gaze-based interaction methods within a virtual reality game with a visual search task with 52 participants. We compared four different interaction techniques: Selection by dwell time or confirmation of…
Objective. Evaluate the feasibility of Virtual Reality (VR) wayfinding training with aging adults, and examine the impact of the training on wayfinding performance. Design. Design involved wayfinding tasks in a study with three groups:…
Virtual Reality (VR) is inaccessible to blind people. While research has investigated many techniques to enhance VR accessibility, they require additional developer effort to integrate. As such, most mainstream VR apps remain inaccessible…
In this work, we evaluate the feasibility of socially assistive virtual agent-based cognitive training for people with intellectual disabilities (ID) in a sheltered workshop. The Robo- Camp system, originally developed for children with…
Visuospatial neglect is a disorder characterised by impaired awareness for visual stimuli located in regions of space and frames of reference. It is often associated with stroke. Patients can struggle with all aspects of daily living and…
We explore how narrative-driven asymmetric VR experiences can support the development of teamwork-related knowledge, skills, and attitudes (KSAs), such as communication, coordination, trust, and reflexivity. We present the design and…
Extended reality (XR) technology has the incredible potential to revolutionize mental health treatment and support, bringing a whole new dimension to the field. Through the use of immersive virtual and augmented reality experiences,…
Virtual Reality (VR) has rapidly become a mainstream platform for gaming and interactive experiences, yet ensuring the quality, safety, and appropriateness of VR content remains a pressing challenge. Traditional human-based quality…
Artificial Intelligence (AI) is revolutionizing assistive technologies. It offers innovative solutions to enhance the quality of life for individuals with visual impairments. This review examines the development, applications, and impact of…
Facing the severe global dementia problem, an exploration was conducted adopting the technology of virtual reality (VR). This report lays a technical foundation for further research project "Early Detection of Dementia Using Testing Tools…
AI-based technologies have significant potential to enhance inclusive education and clinical-rehabilitative contexts for children with Special Educational Needs and Disabilities. AI can enhance learning experiences, empower students, and…
This position paper describes the implementation and initial findings of a game called Personal Investigator (PI). PI is an online 3D detective game that implements a model of Brief Solution Focused Therapy (BSFT). It aims to help teenagers…
The cognitive load can be used to assess if someone is struggling while performing a task. It can be used in many different situations such as in driving, piloting, studying, playing, working, etc. This information can help to design better…
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…
Virtual reality (VR) is increasingly used to enhance the ecological validity of motor control and learning studies by providing immersive, interactive environments with precise motion tracking. However, designing realistic VR-based motor…
Extended reality (XR) technologies-encompassing virtual reality (VR), augmented reality (AR), and mixed reality (MR) are transforming cognitive assessment and training by offering immersive, interactive environments that simulate real-world…
This study explores the use of electroencephalography (EEG)-based brain wave monitoring to enable dynamic difficulty adjustment (DDA) in a virtual reality (VR) gaming environment. Using the Task Engagement Index (TEI) derived from frontal…
This paper focuses on developing a framework for uncovering insights about NDD children's performance (e.g., raw gaze cluster analysis, duration analysis \& area of interest for sustained attention, stimuli expectancy, loss of…