Related papers: A Survey on Methodological Approaches to Collabora…
During collaborative board games, cohesion represents a key aspect to define a well functionning group. From the success of the task to the developement of interpersonal relationship, this concept covers many aspects of group dynamics. The…
In this paper we report on a study conducted with a group of older adults in which they engaged in participatory design workshops to create a VR ATM training simulation. Based on observation, recordings and the developed VR application we…
Network visualizations are commonly used to analyze relationships in various contexts. To efficiently explore a network visualization, the user needs to quickly navigate to different parts of the network and analyze local details. Recent…
Previous research demonstrates that the interruption of immersive experiences may lead to a bias in the results of questionnaires. Thus, the traditional way of presenting questionnaires, paper-based or web-based, may not be compatible with…
We delineate the development of a mind-mapping system designed concurrently for both VR and desktop platforms. Employing an iterative methodology with groups of users, we systematically examined and improved various facets of our system,…
A common operation performed in Virtual Reality (VR) environments is locomotion. Although real walking can represent a natural and intuitive way to manage displacements in such environments, its use is generally limited by the size of the…
Cinematic Virtual Reality (CVR) is a narrative-driven VR experience that uses head-mounted displays with a 360-degree field of view. Previous research has explored different viewing modalities to enhance viewers' CVR experience. This study…
In most VR experiences, the visual sense dominates other modes of sensory input, encouraging non-visual senses to respond as if the visual were real. The simulated visual world thus becomes a sort of felt actuality, where the 'actual'…
Virtual Reality (VR) museums provide immersive visiting experiences. Despite growing efforts in VR museum design optimization, limited research addresses its efficacy for older adults. We sought to investigate the challenges of and…
Interdisciplinary collaboration is essential for the advance of research. As domain subjects become more and more specialized, researchers need to cross disciplines for insights from peers in other areas to have a broader and deeper…
Virtual reality (VR) and interactive 3D visualization systems have enhanced educational experiences and environments, particularly in complicated subjects such as anatomy education. VR-based systems surpass the potential limitations of…
We characterize 16 challenges faced by those investigating and developing remote and synchronous collaborative experiences around visualization. Our work reflects the perspectives and prior research efforts of an international group of 29…
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…
To address the shortage of a skilled workforce in the U.S. manufacturing industry, immersive Virtual Reality (VR)-based training solutions hold promising potential. To effectively utilize VR to meet workforce demands, it is important to…
Virtual reality has been effectively used for eliciting emotions, yet most research focuses on the intensity of affective responses rather than on how interaction influences those experiences. To address this gap, we advance a validated VR…
Immersive technologies expand the potential for collaborative sense-making and visual analysis via head-worn displays (HWDs), offering customizable, high-resolution perspectives of a shared visualization space. In such an immersive…
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 is expected to play a significant role in the transformation of education and psychological studies. The possibilities for its application as a visual research method can be enhanced as established frameworks and toolkits…
Editing and manipulating graph-based models within immersive environments is largely unexplored and certain design activities could benefit from using those technologies. For example, in the case study of architectural modelling, the 3D…
The integration of large language models (LLMs) into virtual reality (VR) environments has opened new pathways for creating more immersive and interactive digital humans. By leveraging the generative capabilities of LLMs alongside…