Related papers: Balancing Exploration and Cybersickness: Investiga…
We consider the problems of exploration and point-goal navigation in previously unseen environments, where the spatial complexity of indoor scenes and partial observability constitute these tasks challenging. We argue that learning…
This chapter examines the relationship between curiosity and metacognition as critical drivers of autonomous and self-regulated learning. We synthesize recent research to propose a unified framework integrating behavioral, computational,…
Virtual reality (VR) is an important new technology that is fun-damentally changing the way people experience entertainment and education content. Due to the fact that most currently available VR products are one size fits all, the…
The increasing integration of artificial intelligence (AI) in visual analytics (VA) tools raises vital questions about the behavior of users, their trust, and the potential of induced biases when provided with guidance during data…
Phishing remains one of the most pervasive cybersecurity threats, shifting the focus from technological vulnerabilities to human cognitive and psychological factors. In coherence with the trend of studies on phishing to increasingly focus…
Identifying and quantifying factors influencing human decision making remains an outstanding challenge, impacting the performance and predictability of social and technological systems. In many cases, system failures are traced to human…
Understanding an information forager's actions during interaction is very important for the study of interactive information retrieval. Although information spread in uncertain information space is substantially complex due to the high…
Recommendation systems are pervasive in the digital economy. An important assumption in many deployed systems is that user consumption reflects user preferences in a static sense: users consume the content they like with no other…
As virtual reality (VR) emerges as a mainstream platform, designers have started to experiment new interaction techniques to enhance the user experience. This is a challenging task because designers not only strive to provide designs with…
Immersive reality technologies, such as Virtual and Augmented Reality, have ushered a new era of user-centric systems, in which every aspect of the coding--delivery--rendering chain is tailored to the interaction of the users. Understanding…
In social robot navigation, traditional metrics like proxemics and behavior naturalness emphasize human comfort and adherence to social norms but often fail to capture an agent's autonomy and adaptability in dynamic environments. This paper…
Collaborative virtual environments allow workers to contribute to team projects across space and time. While much research has closely examined the problem of working in different spaces at the same time, few have investigated the best…
Vision-language navigation (VLN) is the task of entailing an agent to carry out navigational instructions inside photo-realistic environments. One of the key challenges in VLN is how to conduct a robust navigation by mitigating the…
Recommender systems often struggle with over-specialization, which severely limits users' exposure to diverse content and creates filter bubbles that reduce serendipitous discovery. To address this fundamental limitation, this paper…
This paper presents a novel approach to assessing human lighting adjustment behavior and preference in diverse lighting conditions through the evaluation of emotional feedback and behavioral data using VR. Participants (n= 27) were exposed…
Presence is an important and widely used metric to measure the quality of virtual reality (VR) applications. Given the multifaceted and subjective nature of presence, the most common measures for presence are questionnaires. But there is…
In virtual reality games, players dive into fictional environments and can experience a compelling and immersive world. State-of-the-art VR systems allow for natural and intuitive navigation through physical walking. However, the tracking…
Visual-vestibular conflicts (VVCs) are a primary contributor to visually induced motion sickness (VIMS) in head-mounted displays (HMDs). However, virtual reality (VR) comfort studies often rely on exposing seated or standing users to…
Vection, the visual illusion of self-motion, provides a strong marker of the VR user experience and plays an important role in both presence and cybersickness. Traditional measurements have been conducted using questionnaires, which exhibit…
The exploration \& exploitation dilemma poses significant challenges in reinforcement learning (RL). Recently, curiosity-based exploration methods achieved great success in tackling hard-exploration problems. However, they necessitate…