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相关论文: When Do We Feel Present in a Virtual Reality? Towa…

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The sense of presence is central to immersive experiences in Virtual Reality (VR), and particularly salient in socially rich platforms like social VR. While prior studies have explored various aspects related to presence, less is known…

人机交互 · 计算机科学 2026-02-16 Qijia Chen , Andrea Bellucci , Giulio Jacucci

Within the virtual reality (VR) research community, there have been several efforts to develop questionnaires with the aim of better understanding the sense of presence. Despite having numerous surveys, the community does not have a…

人机交互 · 计算机科学 2025-04-14 Jacob Belga , Richard Skarbez , Yahya Hmaiti , Eric J. Chen , Ryan P. McMahan , Joseph J. LaViola

Measuring presence is critical to improving user involvement and performance in Mixed Reality (MR). \emph{Presence}, a crucial aspect of MR, is traditionally gauged using subjective questionnaires, leading to a lack of time-varying…

人机交互 · 计算机科学 2023-10-02 Yasra Chandio , Noman Bashir , Victoria Interrante , Fatima M. Anwar

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…

人机交互 · 计算机科学 2020-02-19 René Peinl , Tobias Wirth

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…

人机交互 · 计算机科学 2020-10-01 Daniel Roth , Marc Erich Latoschik

Augmented Reality (AR) enriches a user's real environment by adding spatially aligned virtual objects (3D models, 2D textures, textual annotations, etc) by means of special display technologies. These are either worn on the body or placed…

人机交互 · 计算机科学 2021-03-05 Holger Regenbrecht , Thomas Schubert

Evaluating the user experience of a software system is an essential final step of every research. Several concepts such as flow, affective state, presences, or immersion exist to measure user experience. Typical measurement techniques…

人机交互 · 计算机科学 2021-04-14 Tobias Drey , Michael Rietzler , Enrico Rukzio

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…

人机交互 · 计算机科学 2021-07-19 Richard Skarbez , Doug A. Bowman , J. Todd Ogle , Thomas Tucker , Joseph L. Gabbard

Measure user experience in MR (i.e., AR/VR) user studies is essential. Researchers apply a wide range of measuring methods using objective (e.g., biosignals, time logging), behavioral (e.g., gaze direction, movement amplitude), and…

Virtual Reality (VR) has an increasing impact on the market in many fields, from education and medicine to engineering and entertainment, by creating different applications that replicate or in the case of augmentation enhance real-life…

多媒体 · 计算机科学 2020-04-06 Tanja Kojić , Danish Ali , Robert Greinacher , Sebastian Möller , Jan-Niklas Voigt-Antons

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…

人机交互 · 计算机科学 2018-09-18 Zhenyi He , Fengyuan Zhu , Ken Perlin , Xiaojuan Ma

Users readily embrace the rapid advancements in virtual reality (VR) technology within various everyday contexts, such as gaming, social interactions, shopping, and commerce. In order to facilitate transactions and payments, VR systems…

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…

人机交互 · 计算机科学 2025-04-22 Zheng Wei , Junxiang Liao , Lik-Hang Lee , Huamin Qu , Xian Xu

What is after presence? Spatial presence, the sense of "being there", is becoming less of a primary objective and more of a baseline expectation of virtual reality. More than six decades after its invention, VR is shifting from a technical…

人机交互 · 计算机科学 2025-12-05 E. Ch'ng

Cybersickness is a drawback of virtual reality (VR), which also affects the cognitive and motor skills of the users. The Simulator Sickness Questionnaire (SSQ), and its variant, the Virtual Reality Sickness Questionnaire (VRSQ) are two…

人机交互 · 计算机科学 2023-01-31 Panagiotis Kourtesis , Josie Linnell , Rayaan Amir , Ferran Argelaguet , Sarah E. MacPherson

Extensive research has examined presence and basic psychological needs (drawing on Self-Determination Theory) in digital media. While prior work offers hints of potential connections, we lack a systematic account of whether and how distinct…

人机交互 · 计算机科学 2026-02-16 Qijia Chen , Andrea Bellucci , Giulio Jacucci

Size and distance perception in Virtual Reality (VR) have been widely studied, albeit in a controlled laboratory setting with a small number of participants. We describe a fully remote perceptual study with a gamified protocol to encourage…

人机交互 · 计算机科学 2021-05-04 Rahul Arora , Jiannan Li , Gongyi Shi , Karan Singh

Virtual reality (VR) is an imminent trend in games, education, entertainment, military, and health applications, as the use of head-mounted displays is becoming accessible to the mass market. Virtual reality provides immersive experiences…

人机交互 · 计算机科学 2020-06-30 Thiago Porcino , Esteban Clua , Daniela Trevisan , Érick Rodrigues , Alexandre Silva

A survey is presented focused on using pose estimation techniques in Emotional recognition using various technologies normal cameras, and depth cameras for real-time, and the potential use of VR and inputs including images, videos, and…

计算机视觉与模式识别 · 计算机科学 2024-11-20 Leina Elansary , Zaki Taha , Walaa Gad

Virtual Reality (VR) and its applications have attracted significant and increasing attention. However, the requirements of much larger file sizes, different storage formats, and immersive viewing conditions pose significant challenges to…

图像与视频处理 · 电气工程与系统科学 2022-04-06 Meixu Chen , Yize Jin , Todd Goodall , Xiangxu Yu , Alan C. Bovik
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