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The advent of technology-enhanced interventions has significantly transformed mental health services, offering new opportunities for delivering psychotherapy, particularly in remote settings. This paper reports on a pilot study exploring…
Purpose: Preliminarily evaluate the feasibility and efficacy of using meditative virtual reality (VR) to improve the hospital experience of intensive care unit (ICU) patients. Methods: Effects of VR were examined in a non-randomized,…
In this paper, we present the design of a multimodal interaction framework for intelligent virtual agents in wearable mixed reality environments, especially for interactive applications at museums, botanical gardens, and similar places.…
Stroke patients often experience upper limb impairments that restrict their mobility and daily activities. Physical therapy (PT) is the most effective method to improve impairments, but low patient adherence and participation in PT…
The rapid evolution of social Virtual Reality (VR) platforms has significantly enhanced the way users interact and socialize in digital spaces, offering immersive experiences that closely mimic real-world interactions [1]. However, this…
Physical touch, a fundamental aspect of human social interaction, remains largely absent in real-time virtual communication. We present a haptic-enabled multi-user Virtual Reality (VR) system that facilitates real-time, bi-directional…
We introduce a novel framework for quantifying mental and emotional states over time by combining virtual reality (VR) exposure with EEG recordings. Participants experienced a stress-inducing work scenario in VR, originally designed as a…
Virtual Reality (VR) users often encounter postural instability, i.e., balance issues, which can be a significant impediment to universal usability and accessibility, particularly for those with balance impairments. Prior research has…
Haptic feedback has become crucial to enhance the user experiences in Virtual Reality (VR). This justifies the sudden burst of novel haptic solutions proposed these past years in the HCI community. This article is a survey of Virtual…
Spaceflight is an isolated and confined environment (ICE) that exposes astronauts to psychological hazards, such as stress, danger, and monotony. Virtual reality (VR) and artificial intelligence (AI) technologies can serve as psychological…
Physical interactions with socially assistive robots (SARs) positively affect user wellbeing. However, haptic experiences when touching a SAR are typically limited to perceiving the robot's movements or shell texture, while other modalities…
Non-invasive steady-state visual evoked potential (SSVEP) based brain-computer interface (BCI) systems offer high bandwidth compared to other BCI types and require only minimal calibration and training. Virtual reality (VR) has been already…
Our system introduces a modularized pneumatic actuating unit capable of delivering vibration, pressure, and impact feedback. Designed for adaptability, these modular tactile actuating units can be rapidly customized and reconfigured to suit…
Neurodivergent individuals, particularly those with Autism and Attention Deficit Hyperactivity Disorder (ADHD), frequently experience anxiety, panic attacks, meltdowns, and emotional dysregulation due to societal pressures and inadequate…
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…
Engaging with natural environments and representations of nature has been shown to improve mood states and reduce cognitive decline in older adults. The current study evaluated the use of virtual reality (VR) for presenting immersive 360…
Affective computing has recently gained popularity, especially in the field of human-computer interaction systems, where effectively evoking and detecting emotions is of paramount importance to enhance users experience. However, several…
Objective: Virtual Reality (VR) is a technological interface that allows users to interact with a simulated environment. VR has been used extensively for mental health and clinical research. Mental health disorders are globally burdening…
Augmented reality has great potential for embedding data visualizations in the world around the user. While this can enhance users' understanding of their surroundings, it also bears the risk of overwhelming their senses with a barrage of…
We present a virtual reality (VR) experience that creates a research-grade benchmark in assessing patients with active upper-limb tremor, while simultaneously offering the opportunity for patients to engage with VR experiences without their…