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Locomotion in Virtual Reality (VR) is an important part of VR applications. Many scientists are enriching the community with different variations that enable locomotion in VR. Some of the most promising methods are gesture-based and do not…
The objective of this study is to investigate the impact of several auditory feedback modalities on gait (i.e., walking patterns) in virtual reality (VR). Prior research has substantiated gait disturbances in VR users as one of the primary…
Mobile gaze tracking involves inferring a user's gaze point or direction on a mobile device's screen from facial images captured by the device's front camera. While this technology inspires an increasing number of gaze-interaction…
Reality Distortion Room (RDR) is a proof-of-concept augmented reality system using projection mapping and unencumbered interaction with the Microsoft RoomAlive system to study a user's locomotive response to visual effects that seemingly…
It is difficult to conduct training and evaluate workers' postural performance by using the actual job site environment due to safety concerns. Virtual reality (VR) provides an alternative to create immersive working environments without…
Locomotion is one of the most essential interaction tasks in virtual reality (VR) with teleportation being widely accepted as the state-of-the-art locomotion technique at the time of this writing. A major draw-back of teleportation is the…
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…
Previous studies showed that natural walking reduces the susceptibility to VR sickness. However, many users still experience VR sickness when wearing VR headsets that allow free walking in room-scale spaces. This paper studies VR sickness…
Human crowd simulation in virtual reality (VR) is a powerful tool with potential applications including emergency evacuation training and assessment of building layout. While haptic feedback in VR enhances immersive experience, its effect…
Predicting gaze behavior in virtual reality environments remains a significant challenge with implications for rendering optimization and interface design. This paper introduces a multimodal approach to VR gaze prediction that combines…
Virtual reality (VR) has seen increased use for training and instruction. Designers can enable VR users to gain insights into their own performance by visualizing telemetry data from their actions in VR. Our ability to detect patterns and…
We present a change-blindness based redirected walking algorithm that allows a user to explore on foot a virtual indoor environment consisting of an infinite number of rooms while at the same time ensuring collision-free walking for the…
Recently, round-trip time (RTT) measured by a fine-timing measurement protocol has received great attention in the area of WiFi positioning. It provides an acceptable ranging accuracy in favorable environments when a line-of-sight (LOS)…
Retargeting methods that modify the visual representation of real movements have been widely used to expand the interaction space and create engaging virtual reality experiences. For optimal user experience and performance, it is essential…
As social VR grows in popularity, understanding how to optimise interactions becomes increasingly important. Interpersonal distance (the physical space people maintain between each other) is a key aspect of user experience. Previous work in…
Operators want to maintain awareness of the structure being tested while observing sensor data. Normally the human's gaze shifts to a separate device or screen during the experiment for data information, missing the structure's physical…
This study investigates the effects of anthropometric attributes, biological sex, and posture on translational body kinematic responses in translational vibrations. In total, 35 participants were recruited. Perturbations were applied on a…
The integration of technology into exercise regimens has emerged as a strategy to enhance normal human capabilities and return human motor function after injury or illness by enhancing motor learning and retention. Much research has focused…
The present study investigates users' movement behavior in a virtual environment when they attempted to avoid a virtual character. At each iteration of the experiment, four conditions (Self-Avatar LookAt, No Self-Avatar LookAt, Self-Avatar…
People differ in how much they move their head versus their eyes when shifting gaze, yet such tendencies remain largely unexplored in HCI. We introduce head movement tendencies as a fundamental dimension of individual difference in VR and…