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This paper analyzes the distracted pedestrians' waiting time before crossing the road in three conditions: 1) not distracted, 2) distracted with a smartphone and 3) distracted with a smartphone in the presence of virtual flashing LED lights…

Human-Computer Interaction · Computer Science 2019-03-29 Arash Kalatian , Anae Sobhani , Bilal Farooq

Virtual Reality headsets enable users to explore the environment by performing self-induced movements. The retinal velocity produced by such motion reduces the visual system's ability to resolve fine detail. We measured the impact of…

Graphics · Computer Science 2023-01-24 David Petrescu , Paul A. Warren , Zahra Montazeri , Stephen Pettifer

Given that Visual SLAM relies on appearance cues for localization and scene understanding, texture-less or visually degraded environments (e.g., plain walls or low lighting) lead to poor pose estimation and track loss. However, robots are…

Robotics · Computer Science 2025-09-30 Yanwei Du , Jing-Chen Peng , Patricio A. Vela

There are over a hundred virtual reality (VR) locomotion techniques that exist today, with new ones being designed as VR technology evolves. The different ways of controlling locomotion techniques (e.g., gestures, button inputs, body…

Human-Computer Interaction · Computer Science 2025-10-08 Rachel L. Franz , Jacob O. Wobbrock

Motor adaptation is a learning process that enables humans to regain proficiency when sensorimotor conditions are sustainably altered. Many studies have documented the properties of motor adaptation, yet the underlying mechanisms of motor…

Neurons and Cognition · Quantitative Biology 2025-10-01 Alexis Berland , Youssouf Ismail Cherifi , Alexis Paljic , Emmanuel Guigon

Studies suggest that involuntary eye movements exhibit greater stability during active motion compared to passive motion, and this effect may also apply to the operation of ride-on machinery. Moreover, a study suggested that experimentally…

Human-Computer Interaction · Computer Science 2026-02-26 Muhammad Akmal Bin Mohammed Zaffir , Daisuke Sakai , Yuki Sato , Takahiro Wada

As head-mounted displays (HMDs) with eye-tracking become increasingly accessible, the need for effective gaze-based interfaces in virtual reality (VR) grows. Traditional gaze- or hand-based navigation often limits user precision or impairs…

Human-Computer Interaction · Computer Science 2025-04-03 Mona Zavichi , André Santos , Catarina Moreira , Anderson Maciel , Joaquim Jorge

Accurately and reliably positioning pedestrians in satellite-denied conditions remains a significant challenge. Pedestrian dead reckoning (PDR) is commonly employed to estimate pedestrian location using low-cost inertial sensor. However,…

Robotics · Computer Science 2023-09-06 Zongyang Chen , Xianfei Pan , Changhao Chen

Virtual Reality (VR) is seeing increased adoption across many fields. The field of experimental cognitive science is also testing utilization of the technology combined with physiological measures such as electroencephalography (EEG) and…

Human-Computer Interaction · Computer Science 2023-06-06 Taeho Kang , Christian Wallraven

Vision is known to improve human postural responses to external perturbations. This study investigates the role of vision for the responses to continuous pseudorandom support surface translations in the body sagittal plane in three visual…

Neurons and Cognition · Quantitative Biology 2021-03-08 Mustafa Emre Akçay , Vittorio Lippi , Thomas Mergner

Gait and static body measurement are important biometric technologies for passive human recognition. Many previous works argue that recognition performance based completely on the gait feature is limited. The reason for this limited…

Computer Vision and Pattern Recognition · Computer Science 2016-05-19 Ke Yang , Yong Dou , Shaohe Lv , Fei Zhang , Qi Lv

Cinematic Virtual Reality (CVR) is a narrative-driven VR experience that uses head-mounted displays with a 360-degree field of view. Previous research has explored different viewing modalities to enhance viewers' CVR experience. This study…

Human-Computer Interaction · Computer Science 2024-11-26 Yawen Zhang , Han Zhou , Zhoumingju Jiang , Zilu Tang , Tao Luo , Qinyuan Lei

Virtual reality (VR) introduces sensory perturbations that may impact perception and action. The current study was designed to investigate how immersive VR presented through a head-mounted display (HMD) affects perceived functional body…

Human-Computer Interaction · Computer Science 2025-10-02 Xiaoye Michael Wang , Ali Mazalek , Catherine M. Sabiston , Timothy N. Welsh

In this paper, we analyze how different path aspects affect a user's experience, mainly VR sickness and overall comfort, while immersed in an autonomously moving telepresence robot through a virtual reality headset. In particular, we focus…

Human-Computer Interaction · Computer Science 2021-12-06 Markku Suomalainen , Katherine J. Mimnaugh , Israel Becerra , Eliezer Lozano , Rafael Murrieta-Cid , Steven M. LaValle

In virtual reality (VR) education, especially in creative fields like film production, avatar design and narrative style extend beyond appearance and aesthetics. This study explores how the interaction between avatar gender, the dominant…

Human-Computer Interaction · Computer Science 2025-09-16 Zheng Wei , Jia Sun , Junxiang Liao , Lik-Hang Lee , Pan Hui , Huamin Qu , Wai Tong , Xian Xu

We investigate the perception of visual variables on wall-sized tiled displays within an immersive environment. We designed and conducted two formal user studies focusing on elementary visualization reading tasks in VR. The first study…

Human-Computer Interaction · Computer Science 2025-01-20 Dongyun Han , Anastasia Bezerianos , Petra Isenberg , Isaac Cho

Size and distance perception in Virtual Reality (VR) have been widely studied, albeit in a controlled laboratory setting with a small number of participants. We describe a fully remote perceptual study with a gamified protocol to encourage…

Human-Computer Interaction · Computer Science 2021-05-04 Rahul Arora , Jiannan Li , Gongyi Shi , Karan Singh

Context: The damped random walk (DRW) stochastic process is nowadays frequently used to model aperiodic light curves of AGNs. A number of correlations between the DRW model parameters, the signal decorrelation timescale and amplitude, and…

Astrophysics of Galaxies · Physics 2017-01-18 Szymon Kozłowski

Large curved displays inside Virtual Reality environments are becoming popular for visualizing high-resolution content during analytical tasks, gaming or entertainment. Prior research showed that such displays provide a wide field of view…

Human-Computer Interaction · Computer Science 2023-10-11 A K M Amanat Ullah , William Delamare , Khalad Hasan

Virtual environments (VEs) are increasingly used for immersive experiences, training simulations, and entertainment, yet factors such as height perception and user stance can significantly influence user experience (UX). Height perception…

Human-Computer Interaction · Computer Science 2026-03-02 Tanja Kojić , Nathan Kirchner , Maurizio Vergari , Maximilian Warsinke , Sebastian Möller , Jan-Niklas Voigt-Antons
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