Related papers: VR as a "Drop-In" Well-being Tool for Knowledge Wo…
Virtual Reality (VR) has repeatedly proven its effectiveness in student learning. However, despite its benefits, the student equipped with a personal headset remains isolated from the real world while immersed in a virtual space and the…
We propose a toolkit for creating Tangible Out-of-Body Experiences: exposing the inner states of users using physiological signals such as heart rate or brain activity. Tobe can take the form of a tangible avatar displaying live…
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…
The latest developments in computer hardware, sensor technologies, and artificial intelligence can make virtual reality (VR) and virtual spaces an important part of human everyday life. Eye tracking offers not only a hands-free way of…
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…
Virtual reality exposure therapy (VRET) enables controlled exposure to trauma-related stimuli to facilitate memory access and emotional processing. However, the field remains underexplored for complex post-traumatic stress disorder…
As social VR grows in popularity, understanding how to optimise interactions becomes increasingly important. Interpersonal distance (the physical space people maintain between each other) is a key aspect of user experience. Previous work in…
Millions of people have seen their daily habits transform, reducing physical activity and leading to mental health issues. This study explores how virtual characters impact motivation for well-being. Three prototypes with cartoon, robotic,…
The objective of this study is to investigate the impact of several auditory feedback modalities on gait (i.e., walking patterns) in virtual reality (VR). Prior research has substantiated gait disturbances in VR users as one of the primary…
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…
In this paper, we analyze how different path aspects affect a user's experience, mainly VR sickness and overall comfort, while immersed in an autonomously moving telepresence robot through a virtual reality headset. In particular, we focus…
Emotions are multifaceted phenomena that affect our behaviour, perception, and cognition. Increasing evidence indicates that induction mechanisms play a crucial role in triggering emotions by simulating the sensations required for an…
Virtual Reality (VR) has been utilized for several applications and has shown great potential for rehabilitation, especially for home therapy. However, these systems solely rely on information from VR hand controllers, which do not fully…
Extended Reality (XR) technologies, including Augmented Reality (AR), have attracted significant attention over the past few years and have been utilized in several fields, including education, healthcare, and manufacturing. In this paper,…
Research examining older adults interactions with Virtual Reality (VR) and the impact of social VR experiences on outcomes such as social engagement has been limited, especially among older adults. This multi-site pilot study evaluated the…
Human-Robot-Collaboration can enhance workflows by leveraging the mutual strengths of human operators and robots. Planning and understanding robot movements remain major challenges in this domain. This problem is prevalent in dynamic…
Virtual locomotion technique (VLT) is a fundamental component of virtual reality (VR) systems that translates physical and controller inputs into virtual translational movements and viewpoint transitions. Poorly designed VLTs can result in…
Autonomous robots have the potential to serve as versatile caregivers that improve quality of life for millions of people worldwide. Yet, conducting research in this area presents numerous challenges, including the risks of physical…
Users readily embrace the rapid advancements in virtual reality (VR) technology within various everyday contexts, such as gaming, social interactions, shopping, and commerce. In order to facilitate transactions and payments, VR systems…
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…