Related papers: Beyond Subjectivity: Continuous Cybersickness Dete…
Cybersickness remains a critical barrier to the widespread adoption of Virtual Reality (VR), particularly in scenarios involving intense or artificial motion cues. Among the key contributors is excessive optical flow-perceived visual motion…
Eye tracking is routinely being incorporated into virtual reality (VR) systems. Prior research has shown that eye tracking data, if exposed, can be used for re-identification attacks. The state of our knowledge about currently existing…
This investigation examined the relationships among scene complexity, workload, presence, and cybersickness in virtual reality (VR) environments. Numerous factors can influence the overall VR experience, and existing research on this matter…
The amount of power in different frequency bands of the electroencephalogram (EEG) carries information about the behavioral state of a subject. Hence, neurologists treating epileptic patients monitor the temporal evolution of the different…
Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches demand an accurately-labeled, real-world, and diverse dataset for high accuracy and generalizability. As a starting point to…
A particular measure to evaluate a head-mounted display (HMD) based experience is the state of feeling present in virtual reality. Interruptions of a presence experience - break in presence (BIP) - appearing over time, need to be detected…
With stereoscopic displays, a depth sensation that is too strong could impede visual comfort and result in fatigue or pain. Electroencephalography (EEG) is a technology which records brain activity. We used it to develop a novel…
For several decades, electroencephalography (EEG) has featured as one of the most commonly used tools in emotional state recognition via monitoring of distinctive brain activities. An array of datasets have been generated with the use of…
Multiscale inherent fuzzy entropy is an objective measurement of electroencephalography (EEG) complexity, reflecting the habituation of brain systems. Entropy dynamics are generally believed to reflect the ability of the brain to adapt to a…
Cross-user electromyography (EMG)-based gesture recognition represents a fundamental challenge in achieving scalable and personalized human-machine interaction within real-world applications. Despite extensive efforts, existing…
An avatar mirroring the user's movement is commonly adopted in Virtual Reality(VR). Maintaining the user-avatar movement consistency provides the user a sense of body ownership and thus an immersive experience. However, breaking this…
Virtual reality (VR) is not a new technology but has been in development for decades, driven by advances in computer technology. Currently, VR technology is increasingly being used in applications to enable immersive, yet controlled…
Aging and chronic conditions affect older adults' daily lives, making the early detection of developing health issues crucial. Weakness, which is common across many conditions, can subtly alter physical movements and daily activities.…
Across- and within-recording variabilities in electroencephalographic (EEG) activity is a major limitation in EEG-based brain-computer interfaces (BCIs). Specifically, gradual changes in fatigue and vigilance levels during long EEG…
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…
Many individuals especially those with autism spectrum disorder (ASD), alexithymia, or other neurodivergent profiles face challenges in recognizing, expressing, or interpreting emotions. To support more inclusive and personalized emotion…
Person identification technology recognizes individuals by exploiting their unique, measurable physiological and behavioral characteristics. However, the state-of-the-art person identification systems have been shown to be vulnerable, e.g.,…
Understanding how people explore immersive virtual environments is crucial for many applications, such as designing virtual reality (VR) content, developing new compression algorithms, or learning computational models of saliency or visual…
This study explores the use of electroencephalography (EEG)-based brain wave monitoring to enable dynamic difficulty adjustment (DDA) in a virtual reality (VR) gaming environment. Using the Task Engagement Index (TEI) derived from frontal…
Over the past few decades, electroencephalography (EEG) monitoring has become a pivotal tool for diagnosing neurological disorders, particularly for detecting seizures. Epilepsy, one of the most prevalent neurological diseases worldwide,…