Related papers: Planar or Spatial: Exploring Design Aspects and Ch…
The integration of digital technologies into memorialization practices offers opportunities to transcend physical and temporal limitations. However, designing personalized memorial spaces that address the diverse needs of the dying and the…
We present an approach to evaluate the efficacy of annotations in augmenting learning environments in the context of Virtual Reality. Our study extends previous work highlighting the benefits of learning based in virtual reality and…
To facilitate high quality interaction during the regular use of computing systems, it is essential that the user interface (UI) deliver content and components in an appropriate manner. Although extended reality (XR) is emerging as a new…
VTubing, the practice of live streaming using virtual avatars, has gained worldwide popularity among streamers seeking to maintain anonymity. While previous research has primarily focused on the social and cultural aspects of VTubing, there…
Subjective self-reports in VR user studies is a burdening and often tedious task for the participants. To minimize the disruption with the ongoing experience VR research has started to administer the surveying directly inside the virtual…
Virtual reality is expected to play a significant role in the transformation of education and psychological studies. The possibilities for its application as a visual research method can be enhanced as established frameworks and toolkits…
Virtual reality (VR) conferencing has the potential to provide geographically dispersed users with an immersive environment, enabling rich social interactions and user experience using avatars. However, remote communication in VR inevitably…
Virtual reality (VR) is increasingly used as a platform for social interaction, including as a means for older adults to maintain engagement. However, there has been limited research to examine the features of social VR that are most…
Virtual Reality (VR) technologies offer immersive experiences but collect substantial user data. While deceptive design is well-studied in 2D platforms, little is known about its manifestation in VR environments and its impact on user…
Spatial relations are a basic part of human cognition. However, they are expressed in natural language in a variety of ways, and previous work has suggested that current vision-and-language models (VLMs) struggle to capture relational…
ASCRIBE-XR, a novel computational platform designed to facilitate the visualization and exploration of 3D volumetric data and mesh data in the context of synchrotron experiments, is described. Using Godot and PC-VR technologies, the…
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…
Multimodal interaction has been increasingly considered in designing visualization authoring tools. However, multimodal interaction has a broad meaning in visualization authoring, according to our literature review. Although some previous…
We present the results of an in-situ ideation workshop for designing data visualizations on smart wristbands that can show data around the entire wrist of a wearer. Wristbands pose interesting challenges because the visibility of different…
Augmented Reality (AR) enriches a user's real environment by adding spatially aligned virtual objects (3D models, 2D textures, textual annotations, etc) by means of special display technologies. These are either worn on the body or placed…
Presenters commonly use slides as visual aids for informative talks. When presenters fail to verbally describe the content on their slides, blind and visually impaired audience members lose access to necessary content, making the…
This paper aims for event recognition when video examples are scarce or even completely absent. The key in such a challenging setting is a semantic video representation. Rather than building the representation from individual attribute…
Affective virtual reality (VR) environments with varying visual style can impact users' valence and arousal responses. We applied Neural Style Transfer (NST) to generate 360$^\circ$ VR environments that elicited users' varied valence and…
Social VR has increased in popularity due to its affordances for rich, embodied, and nonverbal communication. However, nonverbal communication remains inaccessible for blind and low vision people in social VR. We designed accessible cues…
Timelines are common visualizations to represent and manipulate temporal data, from historical events storytelling to animation authoring. However, timeline visualizations rarely consider spatio-temporal 3D data (e.g. mesh or volumetric…