Related papers: Quantifying Locomotion Differences Between Virtual…
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…
An avatar mirroring the user's movement is commonly adopted in Virtual Reality(VR). Maintaining the user-avatar movement consistency provides the user a sense of body ownership and thus an immersive experience. However, breaking this…
Every human with a functioning vestibular system is capable of feeling motion sickness, but some are more vulnerable than others. Based on the leading theories explaining this condition, vulnerability should be predicted by a person's years…
We investigate the perception of visual variables on wall-sized tiled displays within an immersive environment. We designed and conducted two formal user studies focusing on elementary visualization reading tasks in VR. The first study…
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,…
Human locomotion involves continuously variable activities including walking, running, and stair climbing over a range of speeds and inclinations as well as sit-stand, walk-run, and walk-stairs transitions. Understanding the kinematics and…
Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so called cybersickness. Cybersickness symptoms cause severe discomfort and hinder the immersive VR…
Object selection is essential in virtual reality (VR) head-mounted displays (HMDs). Prior work mainly focuses on enhancing and evaluating techniques for selecting a single object in VR, leaving a gap in the techniques for multi-object…
Virtual reality (VR) sensors capture large amounts of user data, including body motion and eye tracking, that contain personally identifying information. While privacy-enhancing techniques can obfuscate this data, incomplete privacy…
Approximately 200 million individuals around the world suffer from varying degrees of visual impairment, making it crucial to leverage AI technology to offer walking assistance for these people. With the recent progress of vision-language…
The metro as a form of public transportation is an important urban infrastructure that takes a large population from place A to B every day. To achieve that, it is primarily designed for extreme functionality and efficiency. However, in…
The objectives of this qualitative research were to study the model of 360-degree virtual reality travel media, to compare appropriateness of moving 360-degree virtual reality travel media for elderly with both still and moving cameras, and…
Homonymous hemianopia (HH) patients report difficulties in avoiding collisions with other pedestrians. We evaluated pedestrian collision detection and avoidance behaviors in HH patients and healthy controls using a novel virtual reality…
Creating accessible Virtual Reality (VR) is an ongoing concern in the Human-Computer Interaction (HCI) research community. However, there is little reflection on how accessibility should be conceptualized in the context of an experiential…
With the rapid progress in virtual reality (VR) technology, the scope of VR applications has greatly expanded across various domains. However, the superiority of VR training over traditional methods and its impact on learning efficacy are…
Extended reality technology has become a useful tool in many applications, but still suffers from visual deviations that can hamper the utility of the technology. This paper discusses the types of persisting visual deviations experienced…
Augmented reality (AR) offers immersive interaction but remains inaccessible for users with motor impairments or limited dexterity due to reliance on precise input methods. This study proposes a gesture-based interaction system for AR…
We study the correlations between redirected walking (RDW) rotation gains and patterns in users' posture and gaze data during locomotion in virtual reality (VR). To do this, we conducted a psychophysical experiment to measure users'…
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…
Despite diverse mobility needs worldwide, existing mapping tools fail to address the varied experiences of different mobility device users. This paper presents a large-scale online survey exploring how five mobility groups -- users of…