相关论文: Secondary Inputs for Measuring User Engagement in …
Measuring brain activity with electroencephalography (EEG) is mature enough to assess mental states. Combined with existing methods, such tool can be used to strengthen the understanding of user experience. We contribute a set of methods to…
In education and intervention programs, user engagement has been identified as a major factor in successful program completion. Automatic measurement of user engagement provides helpful information for instructors to meet program objectives…
Physical agents that can autonomously generate engaging, life-like behaviour will lead to more responsive and interesting robots and other autonomous systems. Although many advances have been made for one-to-one interactions in well…
Adaptive Virtual Reality (VR) systems have the potential to enhance training and learning experiences by dynamically responding to users' cognitive states. This research investigates how eye tracking and heart rate variability (HRV) can be…
With the rising interest in Virtual Reality and the fast development and improvement of available devices, new features of interactions are becoming available. One of them that is becoming very popular is hand tracking, as the idea to…
In the field of autonomous driving research, the use of immersive virtual reality (VR) techniques is widespread to enable a variety of studies under safe and controlled conditions. However, this methodology is only valid and consistent if…
Subjective self-reports in VR user studies is a burdening and often tedious task for the participants. To minimize the disruption with the ongoing experience VR research has started to administer the surveying directly inside the virtual…
When collaborating face-to-face, people commonly use the surfaces and spaces around them to perform sensemaking tasks, such as spatially organising documents, notes or images. However, when people collaborate remotely using desktop…
As artificial intelligence (AI) systems become increasingly embedded in everyday life, the ability of interactive agents to express empathy has become critical for effective human-AI interaction, particularly in emotionally sensitive…
Purpose: Preliminarily evaluate the feasibility and efficacy of using meditative virtual reality (VR) to improve the hospital experience of intensive care unit (ICU) patients. Methods: Effects of VR were examined in a non-randomized,…
This study examines stress levels in roadway workers utilizing AR-assisted multi-sensory warning systems under varying work intensities. A high-fidelity Virtual Reality environment was used to replicate real-world scenarios, allowing safe…
Virtual Reality (VR) provides immersive experiences in the virtual world, but it may reduce users' awareness of physical surroundings and cause safety concerns and psychological discomfort. Hence, there is a need of an ambient information…
Virtual environments (VEs) are increasingly used for immersive experiences, training simulations, and entertainment, yet factors such as height perception and user stance can significantly influence user experience (UX). Height perception…
We present a tele-immersive system that enables people to interact with each other in a virtual world using body gestures in addition to verbal communication. Beyond the obvious applications, including general online conversations and…
Affective virtual reality (VR) environments with varying visual style can impact users' valence and arousal responses. We applied Neural Style Transfer (NST) to generate 360$^\circ$ VR environments that elicited users' varied valence and…
Level of emotional arousal of one's body changes in response to external stimuli in an environment. Given the risks involved while crossing streets, particularly at unsignalized mid-block crosswalks, one can expect a change in the stress…
Virtual Reality (VR) is increasingly used for training and demonstration purposes including a variety of applications ranging from robot learning to rehabilitation. However, the choice of input device and its visualization might influence…
Virtual reality (VR) conferencing has the potential to provide geographically dispersed users with an immersive environment, enabling rich social interactions and user experience using avatars. However, remote communication in VR inevitably…
Esports offers a platform for players to engage in competitive and cooperative gaming with others remotely via the Internet. Despite these opportunities for social interaction, many players may still experience loneliness while playing…
Engaging with natural environments and representations of nature has been shown to improve mood states and reduce cognitive decline in older adults. The current study evaluated the use of virtual reality (VR) for presenting immersive 360…