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This paper presents a comprehensive study of virtual 3D object manipulation along 4DoF on real surfaces in mixed reality (MR), using hand-based and tangible interactions. A custom cylindrical tangible proxy leverages affordances of physical…
Use of Virtual Interactive Techniques for personalized product design is described in this paper. Usually products are designed and built by considering general usage patterns and Prototyping is used to mimic the static or working behaviour…
The application and implementation of collaborative embodiment in virtual reality (VR) are a critical aspect of the computer science landscape, aiming to enhance multi-user interaction and teamwork in immersive environments. A notable and…
While Virtual Reality (VR) is increasingly employed for stress management, most applications rely heavily on audio-visual stimuli and overlook the therapeutic potential of squeezing engagement. To address this gap, we introduce VR Calm…
In contemporary biology and medicine, 3D microscopy is one of the most widely-used techniques for imaging and manipulation of various kinds of samples. Navigating such a micrometer-sized, 3-dimensional sample under the microscope -- e.g. to…
In this paper, we investigate three forms of virtual reality content production and consumption. Namely, 360 stereoscopic video, the combination of a 3D environment with a video billboard for dynamic elements, and a full 3D rendered scene.…
Combining interconnected wearables provides fascinating opportunities like augmenting exergaming with virtual coaches, feedback on the execution of sports activities, or how to improve on them. Breathing rhythm is a particularly interesting…
We propose a haptic system for virtual manipulation to provide feedback on the user's forearm instead of the fingertips. In addition to visual rendering of the manipulation with virtual fingertips, we employ a device to deliver normal or…
Augmented Reality is the fusion of virtual components and our real surroundings. The simultaneous visibility of generated and natural objects often requires users to direct their selective attention to a specific target that is either real…
Objectives: This paper presents an up-to-date overview of research performed in the Virtual Reality (VR) environment ranging from definitions, its presence in the various fields, and existing market players and their projects in the VR…
Many XR devices use bare-hand gestures to reduce the need for handheld controllers. Such gestures, however, lead to false positive and false negative recognition errors, which detract from the user experience. While mediation techniques…
Compared to rigid hands, underactuated compliant hands offer greater adaptability to object shapes, provide stable grasps, and are often more cost-effective. However, they introduce uncertainties in hand-object interactions due to their…
Situated visualization blends data into the real world to fulfill individuals' contextual information needs. However, interacting with situated visualization in public environments faces challenges posed by user acceptance and contextual…
We study the performance and user experience of two popular mainstream text entry devices, desktop keyboards and touchscreen keyboards, for use in Virtual Reality (VR) applications. We discuss the limitations arising from limited visual…
The emergence of social virtual reality (VR) experiences, such as Facebook Spaces, Oculus Rooms, and Oculus Venues, will generate increased interest from users who want to share real places (both personal and public) with their fellow users…
Virtual Reality (VR) has recently gained traction with many new and ever more affordable devices being released. The increase in popularity of this paradigm of interaction has given birth to new applications and has attracted casual…
Safety is a fundamental requirement in any human-robot collaboration scenario. To ensure the safety of users for such scenarios, we propose a novel Virtual Barrier system facilitated by an augmented reality interface. Our system provides…
Public speaking is an essential skill in everyone's professional or academic career. Nevertheless, honing this skill is often tricky because training in front of a mirror does not give feedback or inspire the same anxiety as present-ing in…
Increasing advances in affordable consumer hardware and accessible software frameworks are now bringing Virtual Reality (VR) to the masses. Especially collaborative VR applications where different people can work together are gaining…
Virtual Reality (VR) co-manipulation enables multiple users to collaboratively interact with shared virtual objects. However, existing research treats objects as monolithic entities, overlooking scenarios where users need to manipulate…