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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…
Cybersickness is a drawback of virtual reality (VR), which also affects the cognitive and motor skills of the users. The Simulator Sickness Questionnaire (SSQ), and its variant, the Virtual Reality Sickness Questionnaire (VRSQ) are two…
The metro as a form of public transportation is an important urban infrastructure that takes a large population from place A to B every day. To achieve that, it is primarily designed for extreme functionality and efficiency. However, in…
Magnetic resonance imaging (MRI) is an indispensable diagnostic tool, yet the confined bore and acoustic noise can evoke considerable anxiety and claustrophobic reactions. High anxiety leads to motion artifacts, incomplete scans and…
Surgical emergencies often trigger acute cognitive overload in novice physicians, impairing their decision-making under pressure. Although Virtual Reality-based Stress Inoculation Training (VR-SIT) shows promise, current systems fall short…
Using virtual reality (VR) head-mounted displays (HMDs) can induce VR sickness. VR sickness can cause strong discomfort, decrease users' presence and enjoyment, especially in games, shorten the duration of the VR experience, and can even…
Robot-Assisted Therapy (RAT) has successfully been used in Human Robot Interaction (HRI) research by including social robots in health-care interventions by virtue of their ability to engage human users in both social and emotional…
Virtual reality (VR) is increasingly used as a platform for social interaction, including as a means for older adults to maintain engagement. However, there has been limited research to examine the features of social VR that are most…
Clinical tools involving immersive virtual reality (VR) may bring several advantages to cognitive neuroscience and neuropsychology. However, there are some technical and methodological pitfalls. The American Academy of Clinical…
Virtual Reality (VR) has become more and more popular with dropping prices for systems and a growing number of users. However, the issue of accessibility in VR has been hardly addressed so far and no uniform approach or standard exists at…
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…
Today's virtual reality (VR) systems and environments assume that users have typical abilities, which can make VR inaccessible to people with physical impairments. However, there is not yet an understanding of how inaccessible locomotion…
The advent of immersive Virtual Reality applications has transformed various domains, yet their integration with advanced artificial intelligence technologies like Visual Language Models remains underexplored. This study introduces a…
With the rapid progress in virtual reality (VR) technology, the scope of VR applications has greatly expanded across various domains. However, the superiority of VR training over traditional methods and its impact on learning efficacy are…
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…
Recent years have seen a sharp increase in the number of underage users in virtual reality (VR), where security and privacy (S\&P) risks such as data surveillance and self-disclosure in social interaction have been increasingly prominent.…
As virtual reality (VR) technology becomes more pervasive, it continues to find multiple new uses beyond research laboratories. One of them is distance adult education -- the potential of VR to provide valuable education experiences is…
Immersive virtual reality (VR) enables controlled tests of how emotional context distorts subjective time, yet findings remain mixed. Fifty-seven adults explored three five-minute VR environments (tranquil garden, neutral room, threatening…
Virtual Reality (VR) technology has become increasingly popular in recent years as a key enabler of the Metaverse. VR applications have unique characteristics, including the revolutionized human-computer interaction mechanisms, that…
There is a lack of virtual reality (VR) user studies that have been conducted involving people with vision/hearing impairments. This is due to the difficulty of recruiting participants and the accessibility barriers of VR devices. Based on…