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Current Virtual Reality (VR) input devices make it possible to navigate a virtual environment and record immersive, personalized data regarding the user's movement and specific behavioral habits, which brings the question of the user's…
We provide an experimental evaluation of a wearable augmented reality (AR) system we have developed for human-robot teams working on tasks requiring collaboration in shared physical workspace. Recent advances in AR technology have…
The increasing prevalence of Virtual Reality technologies as a platform for gaming and video playback warrants research into how to best apply the current state of the art to challenges in data visualization. Many current VR systems are…
Agent-based models (ABMs) and video games, including those taking advantage of virtual reality (VR), have undergone a remarkable parallel evolution, achieving impressive levels of complexity and sophistication. This paper argues that while…
Although extended reality technologies have enjoyed an explosion in popularity in recent years, few applications are effectively used outside the entertainment or academic contexts. This work consists of a literature review regarding the…
Interactive collaborative video is now a common part of remote work. Despite its prevalence, traditional video conferencing can be challenging, sometimes causing social discomforts that undermine process and outcomes. Avatars on 2D displays…
Developing and evaluating vision science methods require robust and efficient tools for assessing their performance in various real-world scenarios. This study presents a novel virtual reality (VR) simulation tool that simulates real-world…
Virtual Reality has become a significant element of education throughout the years. To understand the quality and advantages of these techniques, it is important to understand how they were developed and evaluated. Since COVID-19, the…
Haptic feedback has become crucial to enhance the user experiences in Virtual Reality (VR). This justifies the sudden burst of novel haptic solutions proposed these past years in the HCI community. This article is a survey of Virtual…
Human-robot studies are expensive to conduct and difficult to control, and as such researchers sometimes turn to human-avatar interaction in the hope of faster and cheaper data collection that can be transferred to the robot domain. In…
The rapid progress in AI and Robotics may lead to a profound societal transformation, as humans and robots begin to coexist within shared communities, introducing both opportunities and challenges. To explore this future, we present Virtual…
Virtual Reality (VR) applications often require users to perform actions with two hands when performing tasks and interacting with objects in virtual environments. Although bimanual interactions in VR can resemble real-world interactions --…
Recent advances in extended reality (XR) technologies have enabled new and increasingly realistic empathy tools and experiences. In XR, all interactions take place in different spatial contexts, all with different features, affordances, and…
One of today's most propitious immersive technologies is virtual reality (VR). This term is colloquially associated with headsets that transport users to a bespoke, built-for-purpose immersive 3D virtual environment. It has given rise to…
Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to…
Immersive Virtual Reality typically requires a head-mounted display (HMD) to visualize the environment and hand-held controllers to interact with the virtual objects. Recently, many applications display full-body avatars to represent the…
While autonomous multi-robots can achieve safe and coordinated navigation, they often struggle to adapt to unforeseen conditions and to capture operator-driven objectives in unstructured environments. We present a Virtual Reality (VR)-based…
The emergence of social virtual reality (VR) experiences, such as Facebook Spaces, Oculus Rooms, and Oculus Venues, will generate increased interest from users who want to share real places (both personal and public) with their fellow users…
Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative…
Extended Reality (XR) is a rapidly growing field offering unique immersive experiences, social networking, learning, and collaboration opportunities. The continuous advancements in XR technology and industry efforts are gradually moving…