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Alphanumeric text entry is a challenge for Virtual Reality (VR) applications. VR enables new capabilities, impossible in the real world, such as an unobstructed view of the keyboard, without occlusion by the user's physical hands. Several…
Virtual reality (VR) introduces sensory perturbations that may impact perception and action. The current study was designed to investigate how immersive VR presented through a head-mounted display (HMD) affects perceived functional body…
This study evaluated the effect of virtual hand representation on the typing performance, upper extremity angle, neck muscle activity, and usability during virtual reality (VR) typing. A total of 15 participants (7 females and 8 males)…
Nowadays, Mixed Reality (MR) headsets are a game-changer for knowledge work. Unlike stationary monitors, MR headsets allow users to work with large virtual displays anywhere they wear the headset, whether in a professional office, a public…
Virtual reality (VR) is known to cause a "time compression" effect, where the time spent in VR feels to pass faster than the effective elapsed time. Our goal with this research is to investigate if the physical realism of a VR experience…
Large curved displays have emerged as a powerful platform for collaboration, data visualization, and entertainment. These displays provide highly immersive experiences, a wider field of view, and higher satisfaction levels. Yet, large…
Target selection is a fundamental interaction in virtual reality (VR). But the act of confirming a selection, such as a button press or pinch, can disturb the tracked pose and shift the intended target, which is referred to as the…
Augmented Reality is the fusion of virtual components and our real surroundings. The simultaneous visibility of generated and natural objects often requires users to direct their selective attention to a specific target that is either real…
Public speaking is an essential skill in everyone's professional or academic career. Nevertheless, honing this skill is often tricky because training in front of a mirror does not give feedback or inspire the same anxiety as present-ing in…
Immersive environments enable users to engage in embodied interaction, enhancing the sensemaking processes involved in completing tasks such as immersive analytics. Previous comparative studies on immersive analytics using augmented and…
Inside-out tracking is growing popular in consumer VR, enhancing accessibility. It uses HMD camera data and neural networks for effective hand tracking. However, limited user experience studies have compared this method to traditional…
System responsiveness (SR) is defined as the elapsed time until a system responds to user control. SR fluctuates over time, so it must be described statistically with mean (MSR) and standard deviation (SDSR). In this paper, we examine SR in…
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…
This paper presents our work on relationship of evaluation results between virtual environment (VE) and realistic environment (RE) for assembling tasks. Evaluation results consist of subjective results (BPD and RPE) and objective results…
Measuring presence is critical to improving user involvement and performance in Mixed Reality (MR). \emph{Presence}, a crucial aspect of MR, is traditionally gauged using subjective questionnaires, leading to a lack of time-varying…
When establishing a visual connection between a virtual reality user and an augmented reality user, it is important to consider whether the augmented reality user faces a surplus of information. Augmented reality, compared to virtual…
Target pointing selection is a fundamental task. According to Fitts' law, users need more time to select targets with smaller sizes. Expanding the target to a larger size is a practical approach that can facilitate pointing selection. It…
In exhibition hybrid spaces, scale consistency between real and virtual spaces is crucial for user immersion. However, there is currently a lack of systematic research to determine appropriate virtual-to-real mapping ratios. This study…
Human bodies influence the owners' affect through posture, facial expressions, and movement. It remains unclear whether similar links between virtual bodies and affect exist. Such links could present design opportunities for virtual…
We propose augmenting immersive telepresence by adding a virtual body, representing the user's own arm motions, as realized through a head-mounted display and a 360-degree camera. Previous research has shown the effectiveness of having a…