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Agile methods, and Scrum in particular, are widely taught in software engineering education; however, there is limited empirical evidence on how these practices function in long-running, student-led projects under academic and hybrid work…
Virtual Reality (VR) has the potential to transform knowledge work. One advantage of VR knowledge work is that it allows extending 2D displays into the third dimension, enabling new operations, such as selecting overlapping objects or…
Virtual Reality (VR) has emerged as a promising tool for enhancing social skills and emotional well-being in individuals with Autism Spectrum Disorder (ASD). Through a technical exploration, this study employs a multiplayer serious gaming…
With the rapid progress in virtual reality (VR) technology, the scope of VR applications has greatly expanded across various domains. However, the superiority of VR training over traditional methods and its impact on learning efficacy are…
Virtual Reality (VR) offers a unique collaborative experience, with parallel views playing a pivotal role in Collaborative Virtual Environments by supporting the transfer and delivery of items. Sharing and manipulating partners' views…
In this paper we report on a study conducted with a group of older adults in which they engaged in participatory design workshops to create a VR ATM training simulation. Based on observation, recordings and the developed VR application we…
Virtual locomotion technique (VLT) is a fundamental component of virtual reality (VR) systems that translates physical and controller inputs into virtual translational movements and viewpoint transitions. Poorly designed VLTs can result in…
Poor social skills in autism spectrum disorder (ASD) are associated with reduced independence in daily life. Current interventions for improving the social skills of individuals with ASD fail to represent the complexity of real-life social…
Although effective teamwork and communication are critical to surgical safety, structured training for non-technical skills (NTS) remains limited compared with technical simulation. The ACS/APDS Phase III Team-Based Skills Curriculum calls…
In most VR experiences, the visual sense dominates other modes of sensory input, encouraging non-visual senses to respond as if the visual were real. The simulated visual world thus becomes a sort of felt actuality, where the 'actual'…
In cooperative training, humans within a team coordinate on complex tasks, building mental models of their teammates and learning to adapt to teammates' actions in real-time. To reduce the often prohibitive scheduling constraints associated…
Virtual reality (VR) is increasingly used as a platform for social interaction, including as a means for older adults to maintain engagement. However, there has been limited research to examine the features of social VR that are most…
This paper proposes a novel approach to scaling distributed collaboration in mixed reality by virtualizing collaborative tasks as independent, installable environments. By mapping group activities into dedicated virtual spaces that adapt to…
As Augmented Reality (AR) and Artificial Intelligence (AI) continue to converge, new opportunities emerge for AI agents to actively support human collaboration in immersive environments. While prior research has primarily focused on dyadic…
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…
Immersive technologies expand the potential for collaborative sense-making and visual analysis via head-worn displays (HWDs), offering customizable, high-resolution perspectives of a shared visualization space. In such an immersive…
We introduce AVAR, a prototypical implementation of an agile situated visualization (SV) toolkit targeting liveness, integration, and expressiveness. We report on results of an exploratory study with AVAR and seven expert users. In it,…
During the Covid-19 pandemic, online meetings became common for daily teamwork in the home office. To understand the opportunities and challenges of meeting in virtual reality (VR) compared to video conferences, we conducted the weekly team…
Objective: Immersive virtual reality (VR) enhances ecologically validity and facilitates intuitive and ergonomic hand interactions for performing neuropsychological assessments. However, its comparability to traditional computerized methods…
We introduce a multi-user VR co-location framework that synchronizes users within a shared virtual environment aligned to physical space. Our approach combines a motion capture system with SLAM-based inside-out tracking to deliver smooth,…