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Virtual Reality (VR) sickness commonly known as cybersickness is one of the major problems for the comfortable use of VR systems. Researchers have proposed different approaches for predicting cybersickness from bio-physiological data (e.g.,…
Augmented Reality (AR) technologies are redefining how we perceive and interact with the world by seamlessly integrating digital elements into our physical surroundings. These technologies offer personalized experiences and transform…
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…
This is the preprint version of our paper on Personal and Ubiquitous Computing. There is an increasing interest in creating pervasive games based on emerging interaction technologies. In order to develop touch-less, interactive and…
This paper presents a wearable electrotactile feedback system to enhance contact information for mid-air interactions with virtual objects. In particular, we propose the use of electrotactile feedback to render the interpenetration distance…
Dynamic Theater explores the use of augmented reality (AR) in immersive theater as a platform for digital dance performances. The project presents a locomotion-based experience that allows for full spatial exploration. A large indoor AR…
Vision-and-Language Navigation (VLN) suffers from the limited diversity and scale of training data, primarily constrained by the manual curation of existing simulators. To address this, we introduce RoomTour3D, a video-instruction dataset…
Cybersickness is a drawback of virtual reality (VR), which also affects the cognitive and motor skills of the users. The Simulator Sickness Questionnaire (SSQ), and its variant, the Virtual Reality Sickness Questionnaire (VRSQ) are two…
The present study investigates users' movement behavior in a virtual environment when they attempted to avoid a virtual character. At each iteration of the experiment, four conditions (Self-Avatar LookAt, No Self-Avatar LookAt, Self-Avatar…
We introduce to VR a novel imperceptible gaze guidance technique from a recent discovery that human gaze can be attracted to a cue that contrasts from the background in its perceptually non-distinctive ocularity, defined as the relative…
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…
Extended exposure to virtual reality environments can induce motion sickness, often referred to as cybersickness, which may lead to physiological stress responses and impaired cognitive performance. This study investigates the aftereffects…
With developments in computer graphics, hardware technology, perception engineering, and human-computer interaction, virtual reality and virtual environments are becoming more integrated into our daily lives. Head-mounted displays, however,…
As Extended Reality (XR) systems increasingly map and understand the physical world, interacting with these blended representations remains challenging. The current push for "natural" inputs has its trade-offs: touch is limited by human…
In this study, we compare the virtual and real gait parameters to investigate the effect of appearances of embodied avatars and virtual reality experience on gait in physical and virtual environments. We developed a virtual environment…
In augmented reality (AR), where digital content is overlaid onto the real world, realistic thermal feedback has been shown to enhance immersion. Yet current thermal feedback devices, heavily influenced by the needs of virtual reality,…
The rapid development of virtual reality technology has increased its availability and, consequently, increased the number of its possible applications. The interest in the new medium has grown due to the entertainment industry (games, 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…
This paper presents a novel adaptive Virtual Reality (VR) system that aims to mitigate cybersickness in immersive environments through dynamic, real-time adjustments. The system predicts cybersickness levels in real-time using a machine…
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…