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Navigating spaces is an embodied experience. Examples can vary from rescue workers trying to save people from natural disasters; a tourist finding their way to the nearest coffee shop, or a gamer solving a maze. Virtual reality allows these…
Cybersickness remains a significant challenge in virtual reality (VR), limiting its usability across various applications. Existing mitigation strategies focus on optimising VR hardware and/or software and enhancing self-motion perception…
Virtual Reality (VR) is quickly establishing itself in various industries, including training, education, medicine, and entertainment, in which users are frequently required to carry out multiple complex cognitive and physical activities.…
Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches demand an accurately-labeled, real-world, and diverse dataset for high accuracy and generalizability. As a starting point to…
Locomotion is one of the most essential interaction tasks in virtual reality (VR) with teleportation being widely accepted as the state-of-the-art locomotion technique at the time of this writing. A major draw-back of teleportation is the…
This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible…
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…
With the recent rise of Metaverse, online multiplayer VR applications are becoming increasingly prevalent worldwide. Allowing users to move easily in virtual environments is crucial for high-quality experiences in such collaborative VR…
Virtual Reality (VR) moves away from well-controlled laboratory environments into public and personal spaces. As users are visually disconnected from the physical environment, interacting in an uncontrolled space frequently leads to…
Head-mounted displays (HMDs) are popular immersive tools in general, not limited to entertainment but also for education, military, and serious games for health. While these displays have strong popularity, they still have user experience…
Virtual Reality, and Extended Reality in general, connect the physical body with the virtual world. Movement of our body translates to interactions with this virtual world. Only by moving our head will we see a different perspective. By…
In this paper, we propose CaminAR, an augmented reality (AR) system for remote social walking among dyads. CaminAR enables two people who are physically away from one another to synchronously see and hear each other while going on a walk.…
Teleportation is one of the most common locomotion techniques in virtual reality, yet its perceptual properties remain underexplored. While redirected walking research has shown that users' movements can be subtly manipulated without…
Evacuation is one of the main disaster management solutions to reduce the impact of man-made and natural threats on building occupants. To date, several modern technologies and gamification concepts, e.g. immersive virtual reality and…
Technological advances are redefining the relationship between physical and virtual spaces. Traditionally, when users engage in virtual reality, they are completely cutoff from the physical space. Similarly, they are unable to access…
Watching others play is a key ingredient of digital games and an important aspect of games user research. However, spectatorship is not very popular in virtual reality, as such games strongly rely on one's feelings of presence. In other…
While performance in coordinated motor tasks has been shown to improve in children as they age, the characterization of children's movement strategies has been underexplored. In this work, we use upper-body motion data collected from an…
Natural interaction between multiple users within a shared virtual environment (VE) relies on each other's awareness of the current position of the interaction partners. This, however, cannot be warranted when users employ noncontinuous…
In the context of autonomous navigation, effectively conveying abstract navigational cues to agents in dynamic environments presents significant challenges, particularly when navigation information is derived from diverse modalities such as…
Desktop environments can integrate augmented reality (AR) head-worn devices to support 3D representations, visualizations, and interactions in a novel yet familiar setting. As users navigate across the dual realities -- desktop and AR -- a…