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Emerging technologies in the domain of extended reality offer rich, new possibilities for the study and practice of joint music performance. Apart from the technological challenges, bringing music players together in extended reality raises…
With developments in computer graphics, hardware technology, perception engineering, and human-computer interaction, virtual reality and virtual environments are becoming more integrated into our daily lives. Head-mounted displays, however,…
With the rapid development of eXtended Reality (XR), egocentric spatial shooting and display technologies have further enhanced immersion and engagement for users, delivering more captivating and interactive experiences. Assessing the…
The integration of collaborative robots (cobots) in industrial settings raises concerns about worker well-being, particularly due to reduced social interactions. Avatars - designed to facilitate worker interactions and engagement - are…
To address the global challenge of population aging, our goal is to enhance successful aging through the introduction of robots capable of assisting in daily physical activities and promoting light exercises, which would enhance the…
Facial animation in virtual reality environments is essential for applications that necessitate clear visibility of the user's face and the ability to convey emotional signals. In our scenario, we animate the face of an operator who…
While Virtual Reality (VR) is increasingly employed for stress management, most applications rely heavily on audio-visual stimuli and overlook the therapeutic potential of squeezing engagement. To address this gap, we introduce VR Calm…
What is Virtual Reality? A professional tool, made to facilitate our everyday tasks? A conceptual mistake, accompanied by cybersickness and unsolved locomotion issues since the very beginning? Or just another source of entertainment that…
Cognitive training has shown promising results for delivering improvements in human cognition related to attention, problem solving, reading comprehension and information retrieval. However, two frequently cited problems in cognitive…
As social VR grows in popularity, understanding how to optimise interactions becomes increasingly important. Interpersonal distance (the physical space people maintain between each other) is a key aspect of user experience. Previous work in…
This paper contributes to building a standard process of research and development (R&D) for new user experiences (UX) in metaverse services. We tested this R&D process on a new UX proof of concept (PoC) for Meta Quest head-mounted display…
In this work, we investigate facial anonymization techniques in 360{\deg} videos and assess their influence on the perceived realism, anonymization effect, and presence of participants. In comparison to traditional footage, 360{\deg} videos…
This preliminary study investigated user experiences in VR horror games, highlighting fear-triggering and gender-based differences in perception. By utilizing a scientifically validated and specially designed questionnaire, we successfully…
Emotions play an essential role in human communication. Developing computer vision models for automatic recognition of emotion expression can aid in a variety of domains, including robotics, digital behavioral healthcare, and media…
Digital avatars are an important part of identity representation, but there is little work on understanding how to represent disability. We interviewed 18 people with disabilities and related identities about their experiences and…
Large Language Models (LLMs) have demonstrated remarkable capabilities in conversational tasks. Embodying an LLM as a virtual human allows users to engage in face-to-face social interactions in Virtual Reality. However, the influence of…
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…
This paper analyzes the joint assessment of quality, spatial and social presence, empathy, attitude, and attention in three conditions: (A)visualizing and rating the quality of contents in a Head-Mounted Display (HMD), (B)visualizing the…
There are many reasons for utilising 3D animation and virtual reality in sexuality research. Apart from providing a mean with which to (re)experience certain situations there are four main advantages: a) bespoke animated stimuli can be…
Conducting collaborative tasks, e.g., multi-user game, in virtual reality (VR) could enable us to explore more immersive and effective experience. However, for current VR systems, users cannot communicate properly with each other via their…