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Team closeness provides the foundations of trust and communication, contributing to teams' success and viability. However, newcomers often struggle to be included in a team since incumbents tend to interact more with other existing members.…

Educating children and young people to be safe online is essential, especially as the metaverse, a next-generation internet blending immersive technologies, promises to reshape their interactions and amplify their experiences. While virtual…

多媒体 · 计算机科学 2025-10-20 Sophie McKenzie , Jeb Webb , Robin Doss

As more people meet, interact, and socialize online, Social Virtual Reality (VR) emerges as a technology that bridges the gap between traditional face-to-face and online communication. Unlike traditional screen-based applications, Social VR…

人机交互 · 计算机科学 2026-01-22 Niloofar Sayadi , Sadie Co , Diego Gomez-Zara

The global aging trend compels older adults to navigate the evolving digital landscape, presenting a substantial challenge in mastering smartphone applications. While Augmented Reality (AR) holds promise for enhancing learning and user…

人机交互 · 计算机科学 2024-02-08 Xiaofu Jin , Wai Tong , Xiaoying Wei , Xian Wang , Emily Kuang , Xiaoyu Mo , Huamin Qu , Mingming Fan

Fifty study participants playtested an innocent-looking "escape room" game in virtual reality (VR). Within just a few minutes, an adversarial program had accurately inferred over 25 of their personal data attributes, from anthropometrics…

密码学与安全 · 计算机科学 2023-12-14 Vivek Nair , Gonzalo Munilla Garrido , Dawn Song , James F. O'Brien

An appropriate and safe behavior for exiting a facility is key to reducing injuries and increasing survival when facing an emergency evacuation in a building. Knowledge on the best evacuation practice is commonly delivered by traditional…

计算机与社会 · 计算机科学 2018-09-17 Zhenan Feng , Vicente A. González , Robert Amor , Ruggiero Lovreglio , Guillermo Cabrera

Although serious games have been increasingly used for mental health applications, few explicitly address coping with grief as a core mechanic and narrative experience for patients. Existing grief-related digital games often focus on…

人机交互 · 计算机科学 2025-12-22 Amina Kobenova , Piper Stickler , Thaís Alvarenga , Sri Kurniawan

The elderly often struggle when interacting with technologies. This is because the software and hardware components of the technologies are not familiar to the elderly's mental model. This is a lack of empirical studies about how the…

人机交互 · 计算机科学 2016-01-27 Zhengxiang Pan

Recent innovations in digital technology offer significant opportunities for older adults to engage in meaningful activities. To investigate older adults' perceptions of using existing and emerging technologies for meaningful activities, we…

人机交互 · 计算机科学 2024-05-24 Wei Zhao , Ryan M. Kelly , Melissa J. Rogerson , Jenny Waycott

Virtual Reality (VR) offers promising avenues for innovative therapeutic interventions in populations with intellectual disabilities (ID). This paper presents the design, development, and evaluation of Space Exodus, a novel VR-based…

人机交互 · 计算机科学 2025-10-14 Santiago Berrezueta-Guzman , WenChun Chen , Stefan Wagner

The rapid evolution of social Virtual Reality (VR) platforms has significantly enhanced the way users interact and socialize in digital spaces, offering immersive experiences that closely mimic real-world interactions [1]. However, this…

人机交互 · 计算机科学 2024-05-10 Niloofar Sayadi , Diego Gómez-Zará

Virtual Reality (VR) exergames can increase engagement in and motivation for physical activities. Most VR exergames focus on the upper body because many VR setups only track the users' heads and hands. To become a serious alternative to…

人机交互 · 计算机科学 2024-03-08 Sebastian Cmentowski , Sukran Karaosmanoglu , Lennart Nacke , Frank Steinicke , Jens Krüger

Social Virtual Reality (VR), where people meet in virtual spaces via 3D avatars, is used by children and adults alike. Children experience new forms of harassment in social VR where it is often inaccessible to parental oversight. To date,…

人机交互 · 计算机科学 2025-03-20 Cristina Fiani , Pejman Saeghe , Mark McGill , Mohamed Khamis

As Virtual Reality (VR) games become more popular, it is crucial to understand how deceptive game design patterns manifest and impact player experiences in this emerging medium. Our study sheds light on the presence and effects of…

人机交互 · 计算机科学 2025-04-02 Hilda Hadan , Leah Zhang-Kennedy , Lennart E. Nacke

Fire keeps claiming a large number of victims in building fires. Although there are ways to minimize such events, fire drills are used to train the building occupants for emergency situations. However, organizing and implement these…

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…

人机交互 · 计算机科学 2022-10-17 Ying Yang , Tim Dwyer , Michael Wybrow , Benjamin Lee , Maxime Cordeil , Mark Billinghurst , Bruce H. Thomas

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…

人机交互 · 计算机科学 2022-01-11 Saleh Kalantari , Tong Bill Xu , Armin Mostafavi , Angella Lee , Ruth Barankevich , Walter Boot , Sara Czaja

Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical…

人机交互 · 计算机科学 2021-01-18 Wenge Xu , Hai-Ning Liang , Kangyou Yu , Nilufar Baghaei

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…

人机交互 · 计算机科学 2022-12-02 Alexandra Kitson

Objective. Evaluate the feasibility of Virtual Reality (VR) wayfinding training with aging adults, and examine the impact of the training on wayfinding performance. Design. Design involved wayfinding tasks in a study with three groups:…

人机交互 · 计算机科学 2024-07-18 Tong Bill Xu , Armin Mostafavi , Walter R. Boot , Sara Czaja , Saleh Kalantari