Related papers: Subthreshold Jitter in VR Can Induce Visual Discom…
Virtual Reality (VR) users often experience postural instability, i.e., balance problems, which could be a major barrier to universal usability and accessibility for all, especially for persons with balance impairments. Prior research has…
Presence is an important and widely used metric to measure the quality of virtual reality (VR) applications. Given the multifaceted and subjective nature of presence, the most common measures for presence are questionnaires. But there is…
Higher resolution is one of the main directions and drivers in the development of virtual reality (VR) head-mounted displays (HMDs). However, given its associated higher cost, it is important to determine the benefits of having higher…
In this paper, we analyze how different path aspects affect a user's experience, mainly VR sickness and overall comfort, while immersed in an autonomously moving telepresence robot through a virtual reality headset. In particular, we focus…
Digital platforms increasingly support collective action initiatives, yet coordinating geographically dispersed users through digital interfaces remains challenging, particularly in threshold settings where success requires critical mass…
Haptic feedback in virtual reality (VR) allows users to perceive the physical properties of virtual objects (e.g., their weight and motion patterns). However, the lack of haptic sensations deteriorates users' immersion and overall…
Integrated VR (IVR) systems consist of a head-mounted display (HMD) and body-tracking capabilities. They enable users to translate their physical movements into corresponding avatar movements in real-time, allowing them to perceive their…
The growing demand for accessible therapeutic options has led to the exploration of Virtual Reality (VR) as a platform for forest bathing, which aims to reduce stress and improve cognitive functions. This paper brings together findings from…
Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical…
This paper presents an innovative pseudo-haptic model for weight simulation in virtual reality (VR) environments. By integrating visual feedback with voluntary exerted force through a passive haptic glove, the model creates haptic illusions…
With the growing integration of human-computer interaction into everyday life, advances in machine learning have enabled systems to better perceive and respond to users' emotional states. Most existing affect recognition datasets focus on…
Playing back vibrotactile signals through actuators is commonly used to simulate tactile feelings of virtual textured surfaces. However, there is often a small mismatch between the simulated tactile feelings and intended tactile feelings by…
This study investigates the effectiveness of a Virtual Reality (VR)-based training program in improving body awareness among children with Attention Deficit Hyperactivity Disorder (ADHD). Utilizing a quasi-experimental design, the research…
Virtual Reality (VR) and its applications have attracted significant and increasing attention. However, the requirements of much larger file sizes, different storage formats, and immersive viewing conditions pose significant challenges to…
Recent discoveries in VR have opened up scope for designing physical tools and controllers to enhance immersion, through perceived reality. In a virtually simulated sports scenario it is challenging to immerse user because most of the…
The problem of Motion Sickness (MS) among passengers significantly impacts the comfort and efficiency of In-Vehicle Infotainment Systems (IVIS) use. In this study, we innovatively designed SimPath, a visual design to effectively mitigate…
Understanding thermal regulation and subjective perception of temperature is crucial for improving thermal comfort and human energy consumption in times of global warming. Previous work shows that an environment's color temperature affects…
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…
Objective: Virtual Reality (VR) is a technological interface that allows users to interact with a simulated environment. VR has been used extensively for mental health and clinical research. Mental health disorders are globally burdening…
The use of emerging technologies like Virtual Reality (VR) in therapeutic settings has increased in the past few years. By incorporating VR, a mental health condition like depression can be assessed effectively, while also providing…