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Identifying seizure activities in non-stationary electroencephalography (EEG) is a challenging task, since it is time-consuming, burdensome, and dependent on expensive human resources and subject to error and bias. A computerized seizure…
Objective: Epilepsy is a chronic neurological disorder characterized by the occurrence of spontaneous seizures, which affects about one percent of the world's population. Most of the current seizure detection approaches strongly rely on…
Cyber situational awareness systems are increasingly used for creating cyber common operating pictures for cybersecurity analysis and education. However, these systems face data occlusion and convolution issues due to the burgeoning…
In most VR experiences, the visual sense dominates other modes of sensory input, encouraging non-visual senses to respond as if the visual were real. The simulated visual world thus becomes a sort of felt actuality, where the 'actual'…
Virtual reality (VR) platforms and apps collect user sensor data, including motion, facial, eye, and hand data, in abstracted form. These data may expose users to unique privacy risks without their knowledge or meaningful awareness, yet the…
In pursuit of documenting users Neurophysiological responses during experiencing virtual environments (VE), this systematic review presents a novel conceptual model of UX in VE. Searching across seven databases yielded to 1743 articles.…
Emotion recognition is significantly enhanced by integrating multimodal biosignals and IMU data from multiple domains. In this paper, we introduce a novel multi-scale attention-based LSTM architecture, combined with Squeeze-and-Excitation…
Users readily embrace the rapid advancements in virtual reality (VR) technology within various everyday contexts, such as gaming, social interactions, shopping, and commerce. In order to facilitate transactions and payments, VR systems…
During VR demos we have performed over last few years, many participants (in the absence of any haptic feedback) have commented on their perceived ability to 'feel' differences between simulated molecular objects. The mechanisms for such…
Estimating full-body motion using the tracking signals of head and hands from VR devices holds great potential for various applications. However, the sparsity and unique distribution of observations present a significant challenge,…
In response to increasingly sophisticated cyberattacks, a health-based approach is being used to define and assess their impact. Two significant cybersecurity workshops have fostered this perspective, aiming to standardize the understanding…
Within the field of Humanities, there is a recognized need for educational innovation, as there are currently no reported tools available that enable individuals to interact with their environment to create an enhanced learning experience…
In a clinical setting, epilepsy patients are monitored via video electroencephalogram (EEG) tests. A video EEG records what the patient experiences on videotape while an EEG device records their brainwaves. Currently, there are no existing…
Mental stress is a largely prevalent condition known to affect many people and could be a serious health concern. The quality of human life can be significantly improved if mental health is properly managed. Towards this, we propose a…
With the increase of active Internet users, various physical, social, and mental disorders have recently emerged because of the excessive use of technology. Cyber-Syndrome is known as the condition that appears due to the excessive…
Applications in behavioural research, human-computer interaction, and mental health depend on the ability to recognize emotions. In order to improve the accuracy of emotion recognition using electroencephalography (EEG) data, this work…
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…
Brain-Computer Interface (BCI) is a powerful communication tool between users and systems, which enhances the capability of the human brain in communicating and interacting with the environment directly. Advances in neuroscience and…
Commercial Virtual Reality (VR) transforms people's virtual experiences but introduces deceptive design opportunities that threaten user privacy. Although privacy deceptive patterns on 2D platforms are well-documented, their impacts in VR…
Electromyography is an unexplored field of study when it comes to alternate input modality while interacting with a computer. However, to make computers understand human emotions is pivotal in the area of human-computer interaction and in…