相关论文: Examining the Factors of Place Sameness: A Classro…
The emergence of social virtual reality (VR) experiences, such as Facebook Spaces, Oculus Rooms, and Oculus Venues, will generate increased interest from users who want to share real places (both personal and public) with their fellow users…
It is often seen that real-world locations are re-created using models, metaverse technology, or computer graphics. Although the surface-level purposes of these re-creations vary, the author hypothesizes that there exists an underlying…
Virtual reality (VR) is increasingly being used as a research platform for investigating human responses to environmental variables. While VR provides tremendous advantages in terms of variable isolation and manipulation, and ease of…
This paper identifies and confirms a perceptual phenomenon: when users interact with simulated objects in a virtual environment where the users' scale deviates greatly from normal, there is a mismatch between the object physics they…
With rapid developments in consumer-level head-mounted displays and computer graphics, immersive VR has the potential to take online and remote learning closer to real-world settings. However, the effects of such digital transformations on…
We present an approach to evaluate the efficacy of annotations in augmenting learning environments in the context of Virtual Reality. Our study extends previous work highlighting the benefits of learning based in virtual reality and…
This paper identifies a new phenomenon: when users interact with simulated objects in a virtual environment where the user is much smaller than usual, there is a mismatch between the object physics that they expect and the object physics…
In an era where numerous studies claim to achieve almost photorealism with real-time automated environment capture, there is a need for assessments and reproducibility in this domain. This paper presents a transparent and reproducible user…
Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative…
Visual place recognition is a fundamental capability for the localization of mobile robots. It places image retrieval in the practical context of physical agents operating in a physical world. It is an active field of research and many…
Virtual collaborative environment are 3D shared spaces in which people can work together. To collaborate through these systems, users must have a shared comprehension of the environment. The objective of this experimental study was to…
High fidelity digital 3D environments have been proposed in recent years, however, it remains extremely challenging to automatically equip such environment with realistic human bodies. Existing work utilizes images, depth or semantic maps…
People feel attached to places that are meaningful to them, which psychological research calls "place attachment." Place attachment is associated with self-identity, self-continuity, and psychological well-being. Even small cues, including…
Situated visualization presents data alongside their source context (physical referent). While environmental factors influence memory recall (known as Context-Dependent Memory or CDM), how physical context affects cognition in real-world…
Humans judge the similarity of two objects not just based on their visual appearance but also based on their semantic relatedness. However, it remains unclear how humans learn about semantic relationships between objects and categories. One…
The replication crisis is real, and awareness of its existence is growing across disciplines. We argue that research in human-computer interaction (HCI), and especially virtual reality (VR), is vulnerable to similar challenges due to many…
The rising interest in Virtual Reality (VR) technology has sparked a desire to create immersive learning platforms capable of handling various tasks across environments. Through immersive interfaces, users can engage deeply with virtual…
Learning is an active process that is deeply tied to physical and social contexts. Yet schools traditionally place learners in a passive role and focus on decontextualizing knowledge. Situating learning in more authentic tasks and contexts…
This paper addresses the concept of materiality in virtual environments, which we define as being composed of objects that can influence user experience actively. Such virtual materiality is closely related to its physical counterpart,…
This paper argues that the true potential of virtual classrooms in education is not fully exploited yet. The features available in most environments that have been incorporated as virtual classrooms are classified into two groups. The first…