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With the increasing spread of AR head-mounted displays suitable for everyday use, interaction with information becomes ubiquitous, even while walking. However, this requires constant shifts of our attention between walking and interacting…
Metaverse virtual reality (VR) applications enable users to socialise, work, entertain, and study online with immersive experiences beyond the classic PC-based interactions. While the 360-degree immersion enables users to be fully engaged…
This work introduces an innovative method for estimating attention levels (cognitive load) using an ensemble of facial analysis techniques applied to webcam videos. Our method is particularly useful, among others, in e-learning…
We describe the experimental procedures for a dataset that we have made publicly available at https://doi.org/10.5281/zenodo.2605204 in mat (Mathworks, Natick, USA) and csv formats. This dataset contains electroencephalographic recordings…
The rising interest in Virtual Reality (VR) technology has sparked a desire to create immersive learning platforms capable of handling various tasks across environments. Through immersive interfaces, users can engage deeply with virtual…
Virtual reality (VR) conferencing has the potential to provide geographically dispersed users with an immersive environment, enabling rich social interactions and user experience using avatars. However, remote communication in VR inevitably…
Meta Quest Store: https://www.meta.com/experiences/stanford-mri-simulator/8205539289482347/ Magnetic Resonance Imaging (MRI) can be a stressful experience for pediatric patients due to the loud acoustic environment, enclosed scanner bore,…
The ability to regulate and cope with strong emotions is essential for maintaining our mental health and well-being. However, learning how to emotionally regulate can be a bit of a mystery since it is largely an invisible process and it can…
This paper presents an experiment to assess the feasibility of using secondary input data as a method of determining user engagement in immersive virtual reality (VR). The work investigates whether secondary data (biosignals) acquired from…
In today's fast-paced world, accurately monitoring stress levels is crucial. Sensor-based stress monitoring systems often need large datasets for training effective models. However, individual-specific models are necessary for personalized…
Virtual Reality (VR) has made significant strides, offering users a multitude of ways to interact with virtual environments. Each sensory modality in VR provides distinct inputs and interactions, enhancing the user's immersion and presence.…
LLM-powered embodied agents have shown success on conventional object-rearrangement tasks, but providing personalized assistance that leverages user-specific knowledge from past interactions presents new challenges. We investigate these…
This study aims to identify a set of indicators to estimate cognitive workload using a multimodal sensing approach and machine learning. A set of three cognitive tests were conducted to induce cognitive workload in twelve participants at…
Existing evaluations of agents with memory typically assess memorization and action in isolation. One class of benchmarks evaluates memorization by testing recall of past conversations or text but fails to capture how memory is used to…
As interactions with autonomous agents-ranging from robots in physical settings to avatars in virtual and augmented realities-become more prevalent, developing advanced cognitive architectures is critical for enhancing the dynamics of…
Augmented Reality (AR) offers promising opportunities to enhance learning, but its mechanisms and effects are not yet fully understood. As learning becomes increasingly personalized, considering individual learner characteristics becomes…
Background: Visuospatial neglect (VSN) affects spatial awareness, leading to functional and motor challenges. This case study explores virtual reality (VR) as a potential complementary tool for VSN rehabilitation. Objective: Specifically,…
This study aimed to compare and investigate the efficacy of the real-world experiences, immersive virtual reality (IVR) experiences, and video walkthrough representations on layout-learning in a complex building. A quasi-experimental,…
We present the first systematic analysis of multimodal large language models (MLLMs) in personalized question-answering requiring ego-grounding - the ability to understand the camera-wearer in egocentric videos. To this end, we introduce…
Spatial selective attention is an important asset for communication in cocktail party situations but may be compromised by short-term cognitive fatigue. Here we tested whether an effortful conversation in a highly ecological setting…