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Spatial selective attention is an important asset for communication in cocktail party situations but may be compromised by short-term cognitive fatigue. Here we tested whether an effortful conversation in a highly ecological setting…

音频与语音处理 · 电气工程与系统科学 2025-09-12 Ľuboš Hládek , Piotr Majdak , Robert Baumgartner

Historically the training of teams has been implemented using a face-to-face approach. In the past decade, on-line multiuser virtual environments have offered a solution for training teams whose members are geographically dispersed. In…

人机交互 · 计算机科学 2011-05-31 Gianluca De Leo , Koren S. Goodman , Elena Radici , Scott R. Secrhist , Thomas W. Mastaglio

The paper generically models an augmented reality game-based environment to project the gamification of an online cognitive behavioral therapist that performs instant measurements for patients with a predefined Attention Deficit…

人机交互 · 计算机科学 2019-11-05 Saad Alqithami , Musaad Alzahrani , Abdulkareem Alzahrani , Ahmed Mostafa

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…

人机交互 · 计算机科学 2024-10-08 Sadia Saeed , Khan Bahadar Khan , Muhammad Abul Hassan , Abdul Qayyum , Saba Salahuddin

Virtual content in Augmented Reality (AR) applications can be constructed according to the designer's requirements, but real environments, are difficult to be accurate control or completely reproduce. This makes it difficult to prototype AR…

人机交互 · 计算机科学 2024-09-25 Tianyu Liu , Weiping He , Mark Billinghurst

Forest bathing is a nature immersion practice that reduces stress, restores mental resources, and has a wide variety of use cases in the treatment of mental illnesses. Since many people who need the benefits of forest bathing have little…

人机交互 · 计算机科学 2023-09-06 Rachel Masters , Francisco Ortega , Victoria Interrante

Background: Spatial reasoning has been identified as a critical skill for success in STEM. Unfortunately, under-represented groups often have lower incoming spatial ability. Courses that improve spatial skills exist but are not widely used.…

人机交互 · 计算机科学 2025-08-15 Yiannos Demetriou , Manasvi Parikh , Sara Eskandari , Westley Weimer , Madeline Endres

Stereoscopic virtual reality (VR) has experienced a resurgence due to flagship products such as the Oculus Rift, HTC Vive and smartphone-based VR solutions like Google Cardboard. This is causing the question to resurface: how can…

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…

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…

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…

人机交互 · 计算机科学 2023-02-23 Carlos Alfredo Tirado Cortes , Chin-Teng Lin , Tien-Thong Nguyen Do , Hsiang-Ting Chen

In this paper, we present a novel multi-modal attention guidance method designed to address the challenges of turn-taking dynamics in meetings and enhance group conversations within virtual reality (VR) environments. Recognizing the…

人机交互 · 计算机科学 2024-06-21 Geonsun Lee , Dae Yeol Lee , Guan-Ming Su , Dinesh Manocha

Virtual Reality (VR) head-mounted displays (HMDs) have been studied widely as tools for the most diverse kinds of training activities. One special kind that is the basis for many real-world applications is spatial knowledge acquisition and…

人机交互 · 计算机科学 2021-04-16 Diego Monteiro , Xian Wang , Hai-Ning Liang , Yiyu Cai

Recently, great progress has been made in virtual reality(VR) research and application. However, virtual reality faces a big problem since its appearance, i.e. discomfort (nausea, stomach awareness, etc). Discomfort can be relieved by…

人机交互 · 计算机科学 2019-04-01 Wei Qionghua , Wang Hui , Wei Qiang

Attention models have had a significant positive impact on deep learning across a range of tasks. However previous attempts at integrating attention with reinforcement learning have failed to produce significant improvements. We propose the…

机器学习 · 计算机科学 2019-04-09 Anthony Manchin , Ehsan Abbasnejad , Anton van den Hengel

Achieving a high level of immersion and adaptation in virtual reality (VR) requires precise measurement and representation of user state. While extrinsic physical characteristics such as locomotion and pose can be accurately tracked in…

人机交互 · 计算机科学 2025-04-14 Sahar Niknam , Saravanakumar Duraisamy , Jean Botev , Luis A. Leiva

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…

人机交互 · 计算机科学 2025-04-11 Panagiotis Kourtesis , Andrea Lizarraga , Sarah E. MacPherson

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…

人机交互 · 计算机科学 2025-09-03 Evan G. Center , Matti Pouke , Alessandro Nardi , Lukas Gehrke , Klaus Gramann , Timo Ojala , Steven M. LaValle

Recurrent negative thoughts can significantly disrupt daily life and contribute to negative emotional states. Facing, confronting, and noticing such thoughts without support can be challenging. To provide a playful setting and leverage the…

人机交互 · 计算机科学 2024-06-10 Julian Rasch , Michelle Johanna Zender , Sophia Sakel , Nadine Wagener

The objective of this study is to develop and use a virtual reality game as a tool to assess the effects of realistic stress on the behavioral and physiological responses of participants. The game is based on a popular Steam game called…

人机交互 · 计算机科学 2020-10-01 Daniel H. Lee , Tzyy-Ping Jung