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The application of Virtual Reality Environments (VRE) has been gaining momentum as a relatively new tool to assist with mitigating various difficulties including abstractness of concepts, lack of user engagement, perception of disconnection…
The perception of physical objects and miniatures enhances the realism and immersion in VR. This work explores the relationship between haptic feedback from real objects and their visual representations in VR. The study examines how users…
This paper investigates different approaches to build and use digital human avatars toward interactive Virtual Co-presence (VCP) environments. We evaluate the evolution of technologies for creating VCP environments and how the advancement…
Virtual reality (VR) is an important new technology that is fun-damentally changing the way people experience entertainment and education content. Due to the fact that most currently available VR products are one size fits all, the…
In this paper we name some of the advantages of virtual laboratories; and propose that a Behaviours Virtual Laboratory should be useful for both biologists and AI researchers, offering a new perspective for understanding adaptive behaviour.…
Augmented reality (AR), virtual reality (VR) and mixed reality (MR) are technologies of great potential due to the engaging and enriching experiences they are capable of providing. Their use is rapidly increasing in diverse fields such as…
A cluster of research in Affective Computing suggests that it is possible to infer some characteristics of users' affective states by analyzing their electrophysiological activity in real-time. However, it is not clear how to use the…
Virtual and augmented reality systems increasingly demand intelligent adaptation to user behaviors for enhanced interaction experiences. Achieving this requires accurately understanding human intentions and predicting future situated…
Material heritage typically has a whole set of associated immaterial heritage, which is essential to pass on to the visitor as a cultural mission of the destinations and those who manage them. In this sense, the interpretation of material…
User's perception of product, by essence subjective, is a major topic in marketing and industrial design. Many methods, based on users' tests, are used so as to characterise this perception. We are interested in three main methods:…
Telekinesis is the ability to manipulate remote objects without direct physical contact. In fictional works, telekinesis users are often depicted as controlling objects with their hands and other body parts as if by will alone. Such…
We describe the design of an immersive virtual Cyberball task that included avatar customization, and user feedback on this design. We first created a prototype of an avatar customization template and added it to a Cyberball prototype built…
The metro as a form of public transportation is an important urban infrastructure that takes a large population from place A to B every day. To achieve that, it is primarily designed for extreme functionality and efficiency. However, in…
Understanding which factors could influence co-presence in Virtual Reality could help develop more qualitative social interactions, or social interactions that generate similar sensations, emotions and feelings than the ones generated…
Virtual locomotion technique (VLT) is a fundamental component of virtual reality (VR) systems that translates physical and controller inputs into virtual translational movements and viewpoint transitions. Poorly designed VLTs can result in…
This paper introduces VR Haptics at Home, a method of repurposing everyday objects in the home to provide casual and on-demand haptic experiences. Current VR haptic devices are often expensive, complex, and unreliable, which limits the…
Education is a goal-oriented field. But if we want to treat education scientifically so we can accumulate, evaluate, and refine what we learn, then we must develop a theoretical framework that is strongly rooted in objective observations…
The ability to edit materials of objects in images is desirable by many content creators. However, this is an extremely challenging task as it requires to disentangle intrinsic physical properties of an image. We propose an end-to-end…
Virtual reality (VR) systems have the potential to be an innovation in the field of e-learning. Starting with fully functional e-classes, VR technologies can be used to build entire e-campuses. The power of VR is that it allows for stronger…
Immersive video, namely 180-degree and 360-degree video designed to be viewed through head-mounted displays, constitutes a boundary case between interactive VR and conventional two-dimensional video for reconsidering self-experience in XR.…