English
Related papers

Related papers: What's in a BIP? Exploring the Lived Experiences o…

200 papers

A particular measure to evaluate a head-mounted display (HMD) based experience is the state of feeling present in virtual reality. Interruptions of a presence experience - break in presence (BIP) - appearing over time, need to be detected…

Human-Computer Interaction · Computer Science 2019-05-15 Christian Mai , Heinrich Hußmann

In this paper, the problem of enhancing the virtual reality (VR) experience for wireless users is investigated by minimizing the occurrence of breaks in presence (BIP) that can detach the users from their virtual world. To measure the BIP…

Information Theory · Computer Science 2019-09-16 Mingzhe Chen , Omid Semiari , Walid Saad , Xuanlin Liu , Changchuan Yin

Virtual Reality (VR) provides immersive experiences in the virtual world, but it may reduce users' awareness of physical surroundings and cause safety concerns and psychological discomfort. Hence, there is a need of an ambient information…

Human-Computer Interaction · Computer Science 2018-09-18 Zhenyi He , Fengyuan Zhu , Ken Perlin , Xiaojuan Ma

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…

Human-Computer Interaction · Computer Science 2025-04-15 Annalisa Degenhard , Ali Askari , Michael Rietzler , Enrico Rukzio

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…

Human-Computer Interaction · Computer Science 2025-09-03 Evan G. Center , Matti Pouke , Alessandro Nardi , Lukas Gehrke , Klaus Gramann , Timo Ojala , Steven M. LaValle

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…

Human-Computer Interaction · Computer Science 2026-02-16 Qijia Chen , Andrea Bellucci , Giulio Jacucci

Virtual Reality (VR) moves away from well-controlled laboratory environments into public and personal spaces. As users are visually disconnected from the physical environment, interacting in an uncontrolled space frequently leads to…

Human-Computer Interaction · Computer Science 2024-04-02 Wen-Jie Tseng

Virtual reality (VR) users often encounter interruptions, posing challenges to maintaining real-world awareness during immersive experiences. The Passthrough feature in VR headsets allows users to view their physical surroundings without…

Human-Computer Interaction · Computer Science 2025-03-21 Zixuan Guo , Yuekai Shi , Tiantian Ye , Tingjie Wan , Hai-Ning Liang

Contemporary product analytics systems require users to pose explicit queries, such as writing SQL, configuring dashboards, or constructing funnels, before insights can surface. This pull-based paradigm creates a bottleneck: it requires…

Information Retrieval · Computer Science 2026-04-29 Arun Patra , Bhushan Vadgave

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…

Human-Computer Interaction · Computer Science 2025-10-28 Lukas Gehrke , Leonie Terfurth , Klaus Gramann

Mid-air interaction is one of the promising interaction modalities in virtual reality (VR) due to its merits in naturalness and intuitiveness, but the interaction suffers from the lack of haptic feedback as no force or vibrotactile feedback…

Human-Computer Interaction · Computer Science 2022-09-16 Woojoo Kim , Shuping Xiong

In the development and evolution of VR ecosystem, platform stakeholders continuously adapt their products in response to user and technical feedback, often reflected in subtle shifts in discussion topics or system updates. A comprehensive…

In the field of autonomous driving research, the use of immersive virtual reality (VR) techniques is widespread to enable a variety of studies under safe and controlled conditions. However, this methodology is only valid and consistent if…

Human-Computer Interaction · Computer Science 2024-07-08 Sergio. Martín Serrano , Rubén Izquierdo , Iván García Daza , Miguel Ángel Sotelo , D. Fernández Llorca

People with vision impairments (VIPs) often rely on their remaining vision when interacting with user interfaces. Simulating visual impairments is an effective tool for designers, fostering awareness of the challenges faced by VIPs. While…

Human-Computer Interaction · Computer Science 2025-07-15 Max Rädler , Mark Colley , Enrico Rukzio

Behavioral approach tests are a common means of assessing specific phobias. In these tests, participants move towards an anxiety-inducing stimulus as close as they are willing to, with the final distance indicating the severity of the…

Human-Computer Interaction · Computer Science 2026-05-05 Florian Grensing , Vanessa Schmuecker , Anne Hildebrand , Tim Klucken , Maria Maleshkova

Immersive video, namely 180-degree and 360-degree video designed to be viewed through head-mounted displays, constitutes a boundary case between interactive VR and conventional two-dimensional video for reconsidering self-experience in XR.…

Human-Computer Interaction · Computer Science 2026-05-06 Koichi Toida

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…

Human-Computer Interaction · Computer Science 2020-05-21 Mu Mu , Murtada Dohan , Alison Goodyear , Gary Hill , Cleyon Johns , Andreas Mauthe

Personal informatics (PI) systems, powered by smartphones and wearables, enable people to lead healthier lifestyles by providing meaningful and actionable insights that break down barriers between users and their health information. Today,…

Computers and Society · Computer Science 2023-07-27 Sofia Yfantidou , Pavlos Sermpezis , Athena Vakali , Ricardo Baeza-Yates

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…

Human-Computer Interaction · Computer Science 2020-02-19 René Peinl , Tobias Wirth

What is after presence? Spatial presence, the sense of "being there", is becoming less of a primary objective and more of a baseline expectation of virtual reality. More than six decades after its invention, VR is shifting from a technical…

Human-Computer Interaction · Computer Science 2025-12-05 E. Ch'ng
‹ Prev 1 2 3 10 Next ›