相关论文: Effects of Self-Avatar and Gaze on Avoidance Movem…
In this study, we compare the virtual and real gait parameters to investigate the effect of appearances of embodied avatars and virtual reality experience on gait in physical and virtual environments. We developed a virtual environment…
As robots have become increasingly common in human-rich environments, it is critical that they are able to exhibit social cues to be perceived as a cooperative and socially-conformant team member. We investigate the effect of robot gaze…
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…
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…
While users could embody virtual avatars that mirror their physical movements in Virtual Reality, these avatars' motions can be redirected to enable novel interactions. Excessive redirection, however, could break the user's sense of…
The use of self-avatars is gaining popularity thanks to affordable VR headsets. Unfortunately, mainstream VR devices often use a small number of trackers and provide low-accuracy animations. Previous studies have shown that the Sense of…
This paper analyzes the distracted pedestrians' waiting time before crossing the road in three conditions: 1) not distracted, 2) distracted with a smartphone and 3) distracted with a smartphone in the presence of virtual flashing LED lights…
The objective of this study is to investigate the impact of several auditory feedback modalities on gait (i.e., walking patterns) in virtual reality (VR). Prior research has substantiated gait disturbances in VR users as one of the primary…
Human-robot interaction frequently involves physical proximity or contact. In human-human settings, people flexibly accept, reject, or tolerate such approaches depending on the relationship and context. We explore the design of a robot's…
Immersive Virtual Reality typically requires a head-mounted display (HMD) to visualize the environment and hand-held controllers to interact with the virtual objects. Recently, many applications display full-body avatars to represent the…
In virtual reality (VR) education, especially in creative fields like film production, avatar design and narrative style extend beyond appearance and aesthetics. This study explores how the interaction between avatar gender, the dominant…
The use of motion capture in live dance performances has created an emerging discipline enabling dancers to play different avatars on the digital stage. Unlike classical workflows, avatars enable performers to act as different characters in…
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…
This research aims to examine the effects of various vibrotactile feedback techniques on gait (i.e., walking patterns) in virtual reality (VR). Prior studies have demonstrated that gait disturbances in VR users are significant usability…
Natural interaction between multiple users within a shared virtual environment (VE) relies on each other's awareness of the current position of the interaction partners. This, however, cannot be warranted when users employ noncontinuous…
In this paper, controlled experiments have been conducted to make deep analysis on the obstacle evading behavior of individual pedestrians affected by one obstacle. Results of Fourier Transform show that with the increase of obstacle width,…
As social VR grows in popularity, understanding how to optimise interactions becomes increasingly important. Interpersonal distance (the physical space people maintain between each other) is a key aspect of user experience. Previous work in…
We evaluate two methods of signalling abrupt direction changes of a robotic platform using a Mixed Reality avatar. The "Body" method uses gaze, gesture and torso direction to point to upcoming waypoints. The "Path" method visualises the…
Pedestrians often need to decide between different routes they can use to reach their intended destinations, both during emergencies and in their daily lives. This route-choice behavior is important in determining traffic management,…
Objective: The effect of camera viewpoint was studied when performing visually obstructed psychomotor targeting tasks. Background: Previous research in laparoscopy and robotic teleoperation found that complex perceptual-motor adaptations…