相关论文: Secondary Inputs for Measuring User Engagement in …
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'…
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…
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…
Understanding and recognizing emotions are important and challenging issues in the metaverse era. Understanding, identifying, and predicting fear, which is one of the fundamental human emotions, in virtual reality (VR) environments plays an…
How do we evaluate experiences in immersive environments? Despite decades of research in immersive technologies such as virtual reality, the field remains fragmented. Studies rely on overlapping constructs, heterogeneous instruments, and…
This demo introduces Focus360, a system designed to enhance user engagement in 360{\deg} VR videos by guiding attention to key elements within the scene. Using natural language descriptions, the system identifies important elements and…
Users readily embrace the rapid advancements in virtual reality (VR) technology within various everyday contexts, such as gaming, social interactions, shopping, and commerce. In order to facilitate transactions and payments, VR systems…
Affect and cognitive load influence many user behaviors. In this paper, we propose Motion as Emotion, a novel method that utilizes fine differences in hand motion to recognise affect and cognitive load in virtual reality (VR). We conducted…
Vection, the visual illusion of self-motion, provides a strong marker of the VR user experience and plays an important role in both presence and cybersickness. Traditional measurements have been conducted using questionnaires, which exhibit…
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…
Despite extensive use in related domains, Virtual Reality (VR) for generalised anxiety disorder (GAD) has received little previous attention. We report upon a VR environment created for the Oculus Rift and Unreal Engine 4 (UE4) to…
Metaverse learning environments allow for a seamless and intuitive transition between activities compared to Virtual Reality (VR) learning environments, due to their interconnected design. The design of VR scenes is important for creating…
The emotional response a person has to a living space is predominantly affected by light, color and texture as space-making elements. In order to verify whether this phenomenon could be replicated in a simulated environment, we conducted a…
The proliferation and refinement of affordable virtual reality (VR) technologies and wearable sensors have opened new frontiers in cognitive and behavioral neuroscience. This chapter offers a broad overview of VR for anyone interested in…
The pedestrian stress level is shown to significantly influence human cognitive processes and, subsequently, decision-making, e.g., the decision to select a gap and cross a street. This paper systematically studies the stress experienced by…
This chapter explores the practice of conducting user research studies and design assessments in virtual reality (VR). An overview of key VR hardware and software tools is provided, including game engines, such as Unity and Unreal Engine.…
As virtual reality (VR) systems become increasingly more advanced, they are likewise expected to respond intelligently and adapt to individual user states, abilities, and preferences. Recent work has explored how VR can be adapted and…
Traditional XR and Metaverse applications prioritize user experience (UX) for adoption and success but often overlook a crucial aspect of user interaction: emotions. This article addresses this gap by presenting an emotion-aware Metaverse…
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…
This paper presents a multi-stage experimental framework that integrates immersive Virtual Reality (VR) simulations, wearable sensors, and advanced signal processing to investigate construction workers neuro-physiological stress responses…