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Although access to sufficient screen space is crucial to knowledge work, workers often find themselves with limited access to display infrastructure in remote or public settings. While virtual displays can be used to extend the available…
Neurosurgery increasingly uses Mixed Reality (MR) technologies for intraoperative assistance. The greatest challenge in this area is mentally reconstructing complex 3D anatomical structures from 2D slices with millimetric precision, which…
The advent of personalized reality has arrived. Rapid development in AR/MR/VR enables users to augment or diminish their perception of the physical world. Robust tooling for digital interface modification enables users to change how their…
In this paper, a study aimed at investigating the effects of real (using eye tracking to determine the fixation) and simulated foveated blurring in immersive Virtual Reality is presented. Techniques to reduce the optical flow perceived at…
Recent discoveries in VR have opened up scope for designing physical tools and controllers to enhance immersion, through perceived reality. In a virtually simulated sports scenario it is challenging to immerse user because most of the…
Virtual Reality (VR) is increasingly used in neuropsychological assessments due to its ability to simulate real-world environments. This study aimed to develop and evaluate the Trail Making Test in VR (TMT-VR) and investigate the effects of…
Virtual reality (VR) can create compelling experiences that evoke presence, the sense of ``being there.'' However, problems in rendering can create sensorimotor disruptions that undermine presence and task performance. Presence is typically…
Teleoperation for contact-rich manipulation remains challenging, especially when using low-cost, motion-only interfaces that provide no haptic feedback. Virtual reality controllers enable intuitive motion control but do not allow operators…
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,…
Virtual co-embodiment enables two users to share a single avatar in Virtual Reality (VR). During such experiences, the illusion of shared motion control can break during joint-action activities, highlighting the need for position-aware…
This study aims to better understand the emotional and physiological correlates of being caressed in VR depending on the type of multisensory feedback provided and the animate or inanimate nature of the virtual representation that touches…
Human memory has notable limitations (e.g., forgetting) which have necessitated a variety of memory aids (e.g., calendars). As we grow closer to mass adoption of everyday Extended Reality (XR), which is frequently leveraging perceptual…
When manipulating objects in the real world, we need reactive feedback policies that take into account sensor information to inform decisions. This study aims to determine how different encoders can be used in a reinforcement learning (RL)…
Extended reality (XR) devices have become ubiquitous. They are equipped with arrays of sensors, collecting extensive user and environmental data, allowing inferences about sensitive user information users may not realize they are sharing.…
Large curved displays inside Virtual Reality environments are becoming popular for visualizing high-resolution content during analytical tasks, gaming or entertainment. Prior research showed that such displays provide a wide field of view…
Immersive virtual reality (VR) has enormous potential for education, but classroom resources are limited. Thus, it is important to identify whether and when VR provides sufficient advantages over other modes of learning to justify its…
Presence in virtual reality (VR), the subjective sense of "being there" in a virtual environment, is notoriously difficult to measure. Electroencephalography (EEG) may offer a promising, unobtrusive means of assessing a user's momentary…
Mixed Reality (MR) is gaining prominence in manual task skill learning due to its in-situ, embodied, and immersive experience. To teach manual tasks, current methodologies break the task into hierarchies (tasks into subtasks) and visualize…
Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative…
This study is the first to explore the interplay between haptic interaction and avatar representation in Shared Virtual Environments (SVEs). Specifically, how these factors shape users' sense of social presence during dyadic collaborations,…