Related papers: Cognitive Load-Driven VR Memory Palaces: Personali…
We developed a novel assessment platform with untethered virtual reality, 3-dimensional sounds, and pressure sensing floor mat to help assess the walking balance and negotiation of obstacles given diverse sensory load and/or cognitive load.…
Sedentary behavior is becoming increasingly prevalent in daily work and study environments. VR exergaming has emerged as a promising solution in these places of work and study. However, private spaces in these environments are not easy, and…
Virtual reality (VR) is widely used for procedural medical training, yet most simulators emphasize realism while providing limited formative feedback. We examine how gamification affects performance, workload, and experiential quality in VR…
This study investigated the neural dynamics associated with short-term exposure to different virtual classroom designs with different window placement and room dimension. Participants engaged in five brief cognitive tasks in each design…
Virtual reality exposure therapy (VRET) enables controlled exposure to trauma-related stimuli to facilitate memory access and emotional processing. However, the field remains underexplored for complex post-traumatic stress disorder…
Prospective memory (PM), defining the currently conceived intention of a future action, is crucial for daily functioning, particularly in aging populations. This study develops and validates a virtual reality prospective memory training…
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…
Personalization is one of the next milestones in advancing AI capability and alignment. We introduce PersonaMem-v2, the state-of-the-art dataset for LLM personalization that simulates 1,000 realistic user-chatbot interactions on 300+…
Cybersickness remains a major obstacle to the widespread adoption of immersive virtual reality (VR), particularly in consumer-grade environments. While prior methods rely on invasive signals such as electroencephalography (EEG) for high…
In this study, we propose a novel approach that supports requirements discussions in virtual environments by automatically generating personas from real-time speech-to-text data. In our pilot experiment, 18 participants (14 from…
This paper presents our work on relationship of evaluation results between virtual environment (VE) and realistic environment (RE) for assembling tasks. Evaluation results consist of subjective results (BPD and RPE) and objective results…
Virtual Reality (VR) head-mounted displays (HMDs) have been studied widely as tools for the most diverse kinds of training activities. One special kind that is the basis for many real-world applications is spatial knowledge acquisition and…
Sleep is crucial for memory consolidation, underpinning effective learning. Targeted memory reactivation (TMR) can strengthen neural representations by re-engaging learning circuits during sleep. However, TMR protocols overlook individual…
Commercial Virtual Reality (VR) transforms people's virtual experiences but introduces deceptive design opportunities that threaten user privacy. Although privacy deceptive patterns on 2D platforms are well-documented, their impacts in VR…
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…
The impact of built environment on the human restorativeness has long been argued; however, the interrelations between neuroscience and the built environment, and the degree to which the built environment contributes to increased human…
The objective of this study is to investigate the impact of several auditory feedback modalities on gait (i.e., walking patterns) in virtual reality (VR). Prior research has substantiated gait disturbances in VR users as one of the primary…
Few VR applications and games implement captioning of speech and audio cues, which either inhibits or prevents access of their application by deaf or hard of hearing (DHH) users, new language learners, and other caption users. Additionally,…
Recent research indicates that most post-secondary students in North America "felt overwhelming anxiety" in the past few years, negatively affecting well-being and academic performance. Further research revealed that other emotions, biases,…
In our lives, we encounter various stressors that may cause negative mental and bodily reactions to make us feel frustrated, angry, or irritated. Effective methods to manage or reduce stress and anxiety are essential for a healthy life, and…