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Human sensory processing is sensitive to the proximity of stimuli to the body. It is therefore plausible that these perceptual mechanisms also modulate the detectability of content in VR, depending on its location. We evaluate this in a…
The widespread, addictive consumption of short-form videos, which allegedly causes "brain rot," has become an urgent public concern. This study proposes that self-related cues serve as an intrinsic, self-reflective strategy that enhances…
Immersive environments enable users to engage in embodied interaction, enhancing the sensemaking processes involved in completing tasks such as immersive analytics. Previous comparative studies on immersive analytics using augmented and…
Mindfulness and relaxation techniques for mental health are increasingly being explored in the human-computer interaction community. Physiological signals and their visualization have often been exploited together in a form of biofeedback…
Augmented reality enables the illusion of contents such as objects and humans in the virtual world co-existing with users in the real world. However, non-users who are not aware of the presence of the virtual world and dynamically move…
We developed a novel assessment platform with untethered virtual reality, 3-dimensional sounds, and pressure sensing floor mat to help assess the walking balance and negotiation of obstacles given diverse sensory load and/or cognitive load.…
Recent developments in artificial intelligence (AI) have permeated through an array of different immersive environments, including virtual, augmented, and mixed realities. AI brings a wealth of potential that centers on its ability to…
Human communication has been profoundly changed by social media, which allows users to engage in previously unheard-of ways, such as text-based conversations, video chats, and live streaming. The digital landscape has started to change in…
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…
Recent research indicates that most post-secondary students in North America "felt overwhelming anxiety" in the past few years, negatively affecting well-being and academic performance. Further research revealed that other emotions, biases,…
The impact of built environment on the human restorativeness has long been argued; however, the interrelations between neuroscience and the built environment, and the degree to which the built environment contributes to increased human…
Social media platforms are central to communication, yet their designs remain narrowly focused on engagement and scale. While researchers have proposed alternative visions for online spaces, these ideas are difficult to prototype within…
Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the major hypotheses for the cause of cybersickness. In this paper, we conducted a two-week-long experiment to…
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…
Parental verbal abuse leaves lasting emotional impacts, yet current therapeutic approaches often lack immersive self-reflection opportunities. To address this, we developed a VR experience powered by LLMs to foster reflection on parental…
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 association between light and psychological states has a long history and permeates our language. LIVEIA (Light-based Immersive Visualization Environment for Imaginative Actualization) is a new immersive, interactive technology that…
Throughout history, a prevailing paradigm in mental healthcare has been one in which distressed people may receive treatment with little understanding around how their experience is perceived by their care provider, and in turn, the…
Using virtual reality (VR) head-mounted displays (HMDs) can induce VR sickness. VR sickness can cause strong discomfort, decrease users' presence and enjoyment, especially in games, shorten the duration of the VR experience, and can even…
Virtual reality allows creating highly immersive visual and auditory experiences, making users feel physically present in the environment. This makes it an ideal platform to simulate dangerous scenarios, including fire evacuation, and study…