Related papers: How Do We Evaluate Experiences in Immersive Enviro…
Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume content. In VR, users integrate multimodal sensory information they receive, to create a unified perception of the virtual world. In this…
In this position paper, we aim to spark more discussions surrounding the use of empathy as the intended outcome of many studies on immersive virtual reality experiences. As a construct, empathy has many significant flaws that may lead to…
Virtual, Augmented, and eXtended Reality (VR/AR/XR) technologies are increasingly recognized for their applications in training, diagnostics, and psychological research, particularly in high-risk and highly regulated environments. In this…
Context: Software engineering is becoming more and more distributed. Developers and other stakeholders are often located in different locations, departments, and countries and operating within different time zones. Most online software…
The rising interest in Virtual Reality (VR) technology has sparked a desire to create immersive learning platforms capable of handling various tasks across environments. Through immersive interfaces, users can engage deeply with virtual…
As more people meet, interact, and socialize online, Social Virtual Reality (VR) emerges as a technology that bridges the gap between traditional face-to-face and online communication. Unlike traditional screen-based applications, Social VR…
A significant problem with immersive virtual reality (IVR) experiments is the ability to compare research conditions. VR kits and IVR environments are complex and diverse but researchers from different fields, e.g. ICT, psychology, or…
The emergence of virtual companions is transforming the evolution of intelligent systems that effortlessly cater to the unique requirements of users. These advanced systems not only take into account the user present capabilities,…
Cross-disciplinary teams increasingly work with high-dimensional scientific datasets, yet fragmented toolchains and limited support for shared exploration hinder collaboration. Prior immersive visualization and analytics research has…
In the past few years, augmented reality (AR) and virtual reality (VR) technologies have experienced terrific improvements in both accessibility and hardware capabilities, encouraging the application of these devices across various domains.…
Evaluation is essential to understanding the value that digital creativity brings to people's experience, for example in terms of their enjoyment, creativity, and engagement. There is a substantial body of research on how to design and…
Lived experiences fundamentally shape how individuals interact with AI systems, influencing perceptions of safety, trust, and usability. While prior research has focused on developing techniques to emulate human preferences, and proposed…
The research field of augmented reality (AR) is of increasing popularity, as seen, among others, in several recently published surveys. To produce further advancements in AR, it is not only necessary to create new systems or applications,…
Humanity is at the forefront of yet another digital revolution, where the lines between real and virtual worlds are dissolving, reshaping how we perceive and interact with our surroundings. In this context, we introduce a transformative…
Immersive environments have gradually become standard for visualizing and analyzing large or complex datasets that would otherwise be cumbersome, if not impossible, to explore through smaller scale computing devices. However, this type of…
Research in AI evaluation has grown increasingly complex and multidisciplinary, attracting researchers with diverse backgrounds and objectives. As a result, divergent evaluation paradigms have emerged, often developing in isolation,…
Composite visualization represents a widely embraced design that combines multiple visual representations to create an integrated view. However, the traditional approach of creating composite visualizations in immersive environments…
Previous research demonstrates that the interruption of immersive experiences may lead to a bias in the results of questionnaires. Thus, the traditional way of presenting questionnaires, paper-based or web-based, may not be compatible with…
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…
Educators, developers, and other stakeholders face challenges when creating, adapting, and utilizing virtual and augmented reality (XR) experiences for teaching curriculum topics. User created reviews of these applications provide important…