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It is difficult to conduct training and evaluate workers' postural performance by using the actual job site environment due to safety concerns. Virtual reality (VR) provides an alternative to create immersive working environments without…
Previous studies showed that natural walking reduces the susceptibility to VR sickness. However, many users still experience VR sickness when wearing VR headsets that allow free walking in room-scale spaces. This paper studies VR sickness…
The sense of presence is central to immersive experiences in Virtual Reality (VR), and particularly salient in socially rich platforms like social VR. While prior studies have explored various aspects related to presence, less is known…
Falling from elevated surfaces is the main cause of death and injury at construction sites. Based on the Bureau of Labor Statistics (BLS) reports, an average of nearly three workers per day suffer fatal injuries from falling. Studies show…
Recently, there has been growing interest in investigating the effects of self-representation on user experience and perception in virtual environments. However, few studies investigated the effects of levels of body representation…
User embodiment is important for many virtual reality (VR) applications, for example, in the context of social interaction, therapy, training, or entertainment. However, there is no validated instrument to empirically measure the perception…
Understanding how people explore immersive virtual environments is crucial for many applications, such as designing virtual reality (VR) content, developing new compression algorithms, or learning computational models of saliency or visual…
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…
Presence is an important and widely used metric to measure the quality of virtual reality (VR) applications. Given the multifaceted and subjective nature of presence, the most common measures for presence are questionnaires. But there is…
With rapid developments in consumer-level head-mounted displays and computer graphics, immersive VR has the potential to take online and remote learning closer to real-world settings. However, the effects of such digital transformations on…
Navigating spaces is an embodied experience. Examples can vary from rescue workers trying to save people from natural disasters; a tourist finding their way to the nearest coffee shop, or a gamer solving a maze. Virtual reality allows these…
Wearable augmented reality (AR) represents the next interface to all things computing, extending what smartphones and laptops can do. This involves providing access to digital information during activities like walking or jogging. In this…
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…
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…
Understanding validity of user behaviour in Virtual Environments (VEs) is critical as they are increasingly being used for serious Health and Safety applications such as predicting human behaviour and training in hazardous situations. This…
This work compares three locomotion techniques for an immersive VR environment: two different types of teleporting (with and without animation) and a manual (joystick-based) technique. We tested the effect of these techniques on visual…
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…
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…
Visual-vestibular conflicts (VVCs) are a primary contributor to visually induced motion sickness (VIMS) in head-mounted displays (HMDs). However, virtual reality (VR) comfort studies often rely on exposing seated or standing users to…
Human sensory processing is sensitive to the proximity of stimuli to the body. It is therefore plausible that these perceptual mechanisms also modulate the detectability of content in VR, depending on its location. We evaluate this in a…