Related papers: Automated Testing of Prevalent 3D User Interaction…
With the proliferation of consumer virtual reality (VR) headsets and creative tools, content creators have started to experiment with new forms of interactive audience experience using immersive media. Understanding user attention and…
We propose VRGym, a virtual reality testbed for realistic human-robot interaction. Different from existing toolkits and virtual reality environments, the VRGym emphasizes on building and training both physical and interactive agents for…
Traditional XR and Metaverse applications prioritize user experience (UX) for adoption and success but often overlook a crucial aspect of user interaction: emotions. This article addresses this gap by presenting an emotion-aware Metaverse…
This study will investigate the user experience while interacting with highly photorealistic virtual job interviewer avatars in Virtual Reality (VR), Augmented Reality (AR), and on a 2D screen. Having a precise speech recognition mechanism,…
Gaze interaction presents a promising avenue in Virtual Reality (VR) due to its intuitive and efficient user experience. Yet, the depth control inherent in our visual system remains underutilized in current methods. In this study, we…
Social interactions incorporate nonverbal signals to convey emotions alongside speech, including facial expressions and body gestures. Generative models have demonstrated promising results in creating full-body nonverbal animations…
In recent years, an increasing number of Human-Robot Interaction (HRI) approaches have been implemented and evaluated in Virtual Reality (VR), as it allows to speed-up design iterations and makes it safer for the final user to evaluate and…
Extended Reality (XR) is an emerging technology spanning diverse application domains and offering immersive user experiences. However, its unique characteristics, such as six degrees of freedom interactions, present significant testing…
Editing and manipulating graph-based models within immersive environments is largely unexplored and certain design activities could benefit from using those technologies. For example, in the case study of architectural modelling, the 3D…
Automated biomechanical testing has great potential for the development of VR applications, as initial insights into user behaviour can be gained in silico early in the design process. In particular, it allows prediction of user movements…
As VR devices become more prevalent in the consumer space, VR applications are likely to be increasingly used by users unfamiliar with VR. Detecting the familiarity level of a user with VR as an interaction medium provides the potential of…
Virtual Reality (VR) is increasingly used for training and demonstration purposes including a variety of applications ranging from robot learning to rehabilitation. However, the choice of input device and its visualization might influence…
The quality of Virtual Reality (VR) apps is vital, particularly the rendering quality of the VR Graphical User Interface (GUI). Different from traditional 2D apps, VR apps create a 3D digital scene for users, by rendering two distinct 2D…
Interaction in virtual reality (VR) environments is essential to achieve a pleasant and immersive experience. Most of the currently existing VR applications, lack of robust object grasping and manipulation, which are the cornerstone of…
Virtual Reality (VR) is seeing increased adoption across many fields. The field of experimental cognitive science is also testing utilization of the technology combined with physiological measures such as electroencephalography (EEG) and…
GUI testing is significant in the SE community. Most existing frameworks are intrusive and only support some specific platforms. With the development of distinct scenarios, diverse embedded systems or customized operating systems on…
As virtual reality (VR) systems become increasingly more advanced, they are likewise expected to respond intelligently and adapt to individual user states, abilities, and preferences. Recent work has explored how VR can be adapted and…
Hand-based interaction, such as using a handheld controller or making hand gestures, has been widely adopted as the primary method for interacting with both virtual reality (VR) and augmented reality (AR) head-mounted displays (HMDs). In…
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…
Virtual reality (VR) platforms and apps collect user sensor data, including motion, facial, eye, and hand data, in abstracted form. These data may expose users to unique privacy risks without their knowledge or meaningful awareness, yet the…