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The information provided to a person's visual system by extended reality (XR) displays is not a veridical match to the information provided by the real world. Due in part to graphical limitations in XR head-mounted displays (HMDs), which…
This paper identifies and confirms a perceptual phenomenon: when users interact with simulated objects in a virtual environment where the users' scale deviates greatly from normal, there is a mismatch between the object physics they…
In measurement, a reference frame is needed to compare the measured object to something already known. This raises the neuroscientific question of which reference frame is used by humans when exploring the environment. Previous studies…
Virtual reality (VR) has been increasingly utilised as a simulation tool for human-robot interaction (HRI) studies due to its ability to facilitate fast and flexible prototyping. Despite efforts to achieve high validity in VR studies,…
Pseudo-haptics techniques are interesting alternatives for generating haptic perceptions, which entails the manipulation of haptic perception through the appropriate alteration of primarily visual feedback in response to body movements.…
The conventional image-based virtual try-on method cannot generate fitting images that correspond to the clothing size because the system cannot accurately reflect the body information of a person. In this study, an image-based virtual…
We proposed viewpoint-tolerant shared depth perception without individual tracking by leveraging human cognitive compensation in universally 3D rendered images on a wall-sized display. While traditional 3D perception-enabled display systems…
In immersive Virtual Reality (VR), your brain can trick you into believing that your virtual hands are your real hands. Manipulating the representation of the body, namely the avatar, is a potentially powerful tool for the design of…
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…
Tactile perception is an essential ability of intelligent robots in interaction with their surrounding environments. This perception as an intermediate level acts between sensation and action and has to be defined properly to generate…
The objective of the system presented in this paper is to give users tactile feedback while walking in a virtual world through an anthropomorphic finger motion interface. We determined that the synchrony between the first person perspective…
Extended Reality (XR) enables immersive capture and re-experience of personal memories, yet how interface representations shape these experiences remains underexplored. We examine how users relive and share XR memories through three…
Virtual reality (VR) is increasingly used across psychology, from research and assessment to counseling, psychological treatment, and psychotherapy, with growing applications for children and adolescents. In these contexts, VR is often…
This study aims to better understand the emotional and physiological correlates of being caressed in VR depending on the type of multisensory feedback provided and the animate or inanimate nature of the virtual representation that touches…
Pseudo-haptic techniques are used to modify haptic perception by appropriately changing visual feedback to body movements. Based on the knowledge that tendon vibration can affect our somatosensory perception, this paper proposes a method…
With the development of VR technology, especially the emergence of the metaverse concept, the integration of visual and tactile perception has become an expected experience in human-machine interaction. Therefore, achieving spatial-temporal…
In virtual reality, it is widely assumed that increased realism in hand-object interactions enhances user immersion and overall experience. However, recent studies challenge this assumption, suggesting that faithfully replicating real-world…
Pre-captured immersive environments using omnidirectional cameras provide a wide range of virtual reality applications. Previous research has shown that manipulating the eye height in egocentric virtual environments can significantly affect…
Perceiving spatial information of a virtual object (e.g, direction, distance) is critical yet challenging for blind users seeking an immersive virtual reality (VR) experience. To facilitate VR accessibility for blind users, in this paper,…
Natural user interfaces are on the rise. Manufacturers for Augmented, Virtual, and Mixed Reality head mounted displays are increasingly integrating new sensors into their consumer grade products, allowing gesture recognition without…