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Virtual Reality (VR) museums provide immersive visiting experiences. Despite growing efforts in VR museum design optimization, limited research addresses its efficacy for older adults. We sought to investigate the challenges of and…
Virtual reality (VR) is increasingly used as a platform for social interaction, including as a means for older adults to maintain engagement. However, there has been limited research to examine the features of social VR that are most…
In this paper we explore the feasibility and design challenges in supporting co-located and virtual social interactions in residential care by building on the practice of reminiscence. Motivated by the challenges of social interaction in…
Generative AI has enabled ``Deadbots'', offering mourners an interactive way to engage with simulations of the deceased. While existing research often emphasizes ethics, less is known about how bereaved individuals construct and reshape…
The application and implementation of collaborative embodiment in virtual reality (VR) are a critical aspect of the computer science landscape, aiming to enhance multi-user interaction and teamwork in immersive environments. A notable and…
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…
Reminiscence, the act of revisiting past memories, is crucial for self-reflection and social interaction, significantly enhancing psychological well-being, life satisfaction, and self-identity among older adults. In HCI and CSCW, there is…
As virtual reality (VR) technologies have improved in the past decade, more research has investigated how they could support more effective communication in various contexts to improve collaboration and social connectedness. However, there…
The advent of technology-enhanced interventions has significantly transformed mental health services, offering new opportunities for delivering psychotherapy, particularly in remote settings. This paper reports on a pilot study exploring…
Amid current social distancing measures requiring people to work from home, there has been renewed interest on how to effectively converse and collaborate remotely utilizing currently available technologies. On the surface, VR provides a…
Objectives: This paper presents an up-to-date overview of research performed in the Virtual Reality (VR) environment ranging from definitions, its presence in the various fields, and existing market players and their projects in the VR…
One essential function of professional events, such as industry trade shows and academic conferences, is to foster and extend a person's connections to others within the community of their interest. In this paper, we delve into the emerging…
Extended reality (XR) devices have become ubiquitous. They are equipped with arrays of sensors, collecting extensive user and environmental data, allowing inferences about sensitive user information users may not realize they are sharing.…
Designed with an accessible first design approach, the presented paper describes how exploiting humans proprioception ability in 3D space can result in a more natural interaction experience when using a 3D graphical user interface in a…
We present VR PreM+, an innovative VR system designed to enhance web exploration beyond traditional computer screens. Unlike static 2D displays, VR PreM+ leverages 3D environments to create an immersive pre-learning experience. Using…
To allow non-designers' involvement in design projects new methods are needed. Co-design gives the same opportunity to all the multidisciplinary participants to co-create ideas simultaneously. Nevertheless, current co-design processes…
As more people meet, interact, and socialize online, Social Virtual Reality (VR) emerges as a technology that bridges the gap between traditional face-to-face and online communication. Unlike traditional screen-based applications, Social VR…
As virtual reality (VR) systems become increasingly more advanced, they are likewise expected to respond intelligently and adapt to individual user states, abilities, and preferences. Recent work has explored how VR can be adapted and…
Participatory Design (PD) methods are effective in understanding older adults' perspectives, concerns, and wishes and generating ideas for new intelligent aids. The aim of our study was first to map perceptions and explore the needs of…
Although serious games have been increasingly used for mental health applications, few explicitly address coping with grief as a core mechanic and narrative experience for patients. Existing grief-related digital games often focus on…