Related papers: GulliVR: A Walking-Oriented Technique for Navigati…
Previous studies showed that natural walking reduces the susceptibility to VR sickness. However, many users still experience VR sickness when wearing VR headsets that allow free walking in room-scale spaces. This paper studies VR sickness…
It is difficult to conduct training and evaluate workers' postural performance by using the actual job site environment due to safety concerns. Virtual reality (VR) provides an alternative to create immersive working environments without…
In order to serve better VR experiences to users, existing predictive methods of Redirected Walking (RDW) exploit future information to reduce the number of reset occurrences. However, such methods often impose a precondition during…
In this paper, we show that unwinding the rotations of a user immersed in a telepresence robot is preferred and may increase the feeling of presence or "being there". By immersive telepresence, we mean a scenario where a user wearing a…
Augmented reality (AR) offers promising opportunities to support movement-based activities, such as personal training or physical therapy, with real-time, spatially-situated visual cues. While many approaches leverage AR to guide motion,…
The Visual-and-Language Navigation (VLN) task requires understanding a textual instruction to navigate a natural indoor environment using only visual information. While this is a trivial task for most humans, it is still an open problem for…
In this study, we investigated gaze-based interaction methods within a virtual reality game with a visual search task with 52 participants. We compared four different interaction techniques: Selection by dwell time or confirmation of…
Traveling distances in the real world inherently involves time, as moving to a desired location is a continuous process. This temporal component plays a role when estimating the distance covered. However, in virtual environments, this…
Size and distance perception in Virtual Reality (VR) have been widely studied, albeit in a controlled laboratory setting with a small number of participants. We describe a fully remote perceptual study with a gamified protocol to encourage…
Although route and exit choice in complex buildings are important aspects of pedestrian behaviour, studies predominantly investigated pedestrian movement in a single level. This paper presents an innovative VR tool that was designed to…
Improving object manipulation skills through hand-object interaction exercises is crucial for rehabilitation. Despite limited healthcare resources, physical therapists propose remote exercise routines followed up by remote monitoring.…
Virtual reality (VR) is not a new technology but has been in development for decades, driven by advances in computer technology. Currently, VR technology is increasingly being used in applications to enable immersive, yet controlled…
Objectives: This paper presents an up-to-date overview of research performed in the Virtual Reality (VR) environment ranging from definitions, its presence in the various fields, and existing market players and their projects in the VR…
Using virtual reality (VR) head-mounted displays (HMDs) can induce VR sickness. VR sickness can cause strong discomfort, decrease users' presence and enjoyment, especially in games, shorten the duration of the VR experience, and can even…
Interaction in virtual reality (VR) environments is essential to achieve a pleasant and immersive experience. Most of the currently existing VR applications, lack of robust object grasping and manipulation, which are the cornerstone of…
Recent Vision-and-Language Navigation (VLN) advancements are promising, but their idealized assumptions about robot movement and control fail to reflect physically embodied deployment challenges. To bridge this gap, we introduce VLN-PE, a…
Animating an avatar that reflects a user's action in the VR world enables natural interactions with the virtual environment. It has the potential to allow remote users to communicate and collaborate in a way as if they met in person.…
Visual navigation models based on deep learning can learn effective policies when trained on large amounts of visual observations through reinforcement learning. Unfortunately, collecting the required experience in the real world requires…
Since 2014, we have been conducting experiments based on a multidisciplinary collaboration between specialists in theatrical staging and researchers in virtual reality, digital art, and video games. This team focused its work on the…
Video games remain largely inaccessible to visually impaired people (VIPs). Today's blind-accessible games are highly simplified renditions of what sighted players enjoy, and they do not give VIPs the same freedom to look around and explore…