相关论文: Secondary Inputs for Measuring User Engagement in …
Colour is a fundamental determinant of affective experience in immersive virtual reality (VR), yet the emotional and physiological impact of individual hues remains poorly characterised. This study investigated how fifteen calibrated…
In the context of education technology, empathic interaction with the user and feedback by the learning system using multiple inputs such as video, voice and text inputs is an important area of research. In this paper, a nonintrusive,…
The ability to regulate and cope with strong emotions is essential for maintaining our mental health and well-being. However, learning how to emotionally regulate can be a bit of a mystery since it is largely an invisible process and it can…
The goal of video games is to challenge and entertain the players. Successful video games deliver experience that impact players on a level of arousal. Therefore undertaking a user experience (UX) study is crucial to ensure that a game…
In this position paper, we outline our research challenges in Affective Interactive Systems, and present recent work on visualizing avatar biosignals for social VR entertainment. We highlight considerations for how biosignals animations in…
User embodiment is important for many virtual reality (VR) applications, for example, in the context of social interaction, therapy, training, or entertainment. However, there is no validated instrument to empirically measure the perception…
We study the performance of brain computer interface (BCI) system in a virtual reality (VR) environment and compare it to 2D regular displays. First, we design a headset that consists of three components: a wearable electroencephalography…
We introduce a novel multimodal emotion recognition dataset that enhances the precision of Valence-Arousal Model while accounting for individual differences. This dataset includes electroencephalography (EEG), electrocardiography (ECG), and…
Prolonged mid-air interaction in virtual reality (VR) causes arm fatigue and discomfort, negatively affecting user experience. Incorporating ergonomic considerations into VR user interface (UI) design typically requires extensive…
Commercial Virtual Reality (VR) transforms people's virtual experiences but introduces deceptive design opportunities that threaten user privacy. Although privacy deceptive patterns on 2D platforms are well-documented, their impacts in VR…
In recent years, short video platforms have gained widespread popularity, making the quality of video recommendations crucial for retaining users. Existing recommendation systems primarily rely on behavioral data, which faces limitations…
Virtual environments (VEs) offer potential benefits to health and safety training: exposure to dangerous (virtual) environments; the opportunity for experiential learning; and a high level of control over the training, in that aspects can…
This study aimed to stimulate the brain's executive function through a series of tasks and rules based on dynamic perceptual stimuli using the Biotechnology Virtual Immersion Simulator (BIOVIT) and thus evaluate its usefulness to maintain…
Student engagement plays a vital role in academic success with high engagement often linked to positive educational outcomes. Traditionally, student engagement is measured through self-reports, which are both labour-intensive and not…
Inferring emotions from physiological signals has gained much traction in the last years. Physiological responses to emotions, however, are commonly interfered and overlapped by physical activities, posing a challenge towards emotion…
Mid-air haptic interfaces employ focused ultrasound waves to generate touchless haptic sensations on the skin. Prior studies have demonstrated the potential positive impact of mid-air haptic feedback on virtual experiences, enhancing…
Recent advances in immersive technology have opened new possibilities in sports training, especially for activities requiring precise motor skills, such as tennis. In this paper, we present a virtual reality (VR) tennis training system…
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…
A bioinformatics researcher and a game design researcher walk into a lab... This paper shares two case-studies of a collaboration between a bioinformatics researcher who is developing a set of educational VR simulations for youth and a…
This study explores the use of electroencephalography (EEG)-based brain wave monitoring to enable dynamic difficulty adjustment (DDA) in a virtual reality (VR) gaming environment. Using the Task Engagement Index (TEI) derived from frontal…