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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…

人机交互 · 计算机科学 2023-08-31 Saleh Kalantari , Bill Tong Xu , Armin Mostafavi , Anne Seoyoung Lee , Qi Yang

Real-time adjustments to task difficulty during flight training are crucial for optimizing performance and managing pilot workload. This study evaluated the functionality of a pre-trained brain-computer interface (BCI) that adapts training…

An augmented reality (AR) environment includes a set of digital elements with which the users interact while performing certain tasks. Recent AR head-mounted displays allow users to select how these elements are presented. However, few…

人机交互 · 计算机科学 2021-06-29 Yalda Ghasemi , Ankit Singh , Myunghee Kim , Andrew Johnson , Heejin Jeong

Virtual Reality (VR) is a promising tool for interview training, yet the psychological dynamics of group interviews, such as social comparison, remain underexplored. We investigate this phenomenon by developing an immersive VR group…

人机交互 · 计算机科学 2025-10-15 Shi-Ting Ni , Kairong Fang , Yuyang Wang , Pan Hui

Objective: The Electroencephalogram (EEG) is gaining popularity as a physiological measure for neuroergonomics in human factor studies because it is objective, less prone to bias, and capable of assessing the dynamics of cognitive states.…

人机交互 · 计算机科学 2023-05-16 Kuan-Jung Chiang , Steven Dong , Chung-Kuan Cheng , Tzyy-Ping Jung

Virtual Reality (VR) is quickly establishing itself in various industries, including training, education, medicine, and entertainment, in which users are frequently required to carry out multiple complex cognitive and physical activities.…

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…

人机交互 · 计算机科学 2024-04-08 Xiaoyan Zhou , Anil Ufuk Batmaz , Adam S. Williams , Dylan Schreiber , Francisco Ortega

Reminiscence activities, which involve recalling and sharing past experiences, have proven beneficial for improving cognitive function, mood, and overall well-being. However, urbanization has led to the disappearance of familiar…

人机交互 · 计算机科学 2025-09-09 Ruohao Li , Jiawei Li , Jia Sun , Zhiqing Wu , Zisu Li , Ziyan Wang , Ge Lin Kan , Mingming Fan

The effectiveness of digital treatments can be measured by requiring patients to self-report their state through applications, however, it can be overwhelming and causes disengagement. We conduct a study to explore the impact of…

This investigation examined the relationships among scene complexity, workload, presence, and cybersickness in virtual reality (VR) environments. Numerous factors can influence the overall VR experience, and existing research on this matter…

Previous studies showed that natural walking reduces the susceptibility to VR sickness. However, many users still experience VR sickness when wearing VR headsets that allow free walking in room-scale spaces. This paper studies VR sickness…

人机交互 · 计算机科学 2023-02-23 Carlos Alfredo Tirado Cortes , Chin-Teng Lin , Tien-Thong Nguyen Do , Hsiang-Ting Chen

Stereoscopic virtual reality (VR) has experienced a resurgence due to flagship products such as the Oculus Rift, HTC Vive and smartphone-based VR solutions like Google Cardboard. This is causing the question to resurface: how can…

Presence in virtual reality (VR), the subjective sense of "being there" in a virtual environment, is notoriously difficult to measure. Electroencephalography (EEG) may offer a promising, unobtrusive means of assessing a user's momentary…

人机交互 · 计算机科学 2025-09-03 Evan G. Center , Matti Pouke , Alessandro Nardi , Lukas Gehrke , Klaus Gramann , Timo Ojala , Steven M. LaValle

Recall impairment in a different environmental context from learning is called context-dependent forgetting. Two learning methods have been proposed to prevent context-dependent forgetting: reinstatement and decontextualization.…

人机交互 · 计算机科学 2024-05-24 Takato Mizuho , Takuji Narumi , Hideaki Kuzuoka

In today's society, our cognition is constantly influenced by information intake, attention switching, and task interruptions. This increases the difficulty of a given task, adding to the existing workload and leading to compromised…

人机交互 · 计算机科学 2020-10-22 Thomas Kosch

To overcome the lack of deep personalization in standard biofeedback methods, we introduce ASafePlace, a system utilizing an AI-powered, art-therapy-inspired exercise called The Safe Place, to create a personalized VR biofeedback…

人机交互 · 计算机科学 2026-02-03 Chuyang Zhang , Bin Yu , Yuchao Wang , Mansi Yuan , Wanqi Wang , Seungwoo Je , Pengcheng An

Currently virtual reality (VR) usage in training processes is increasing due to their usefulness in the learning processes based on visual information empowered. The information in virtual environments is perceived by sight, sound and…

神经元与认知 · 定量生物学 2019-08-15 Cesar R. Salas Guerra

In this paper, we show that Virtual Reality (VR) sickness is associated with a reduction in attention, which was detected with the P3b Event-Related Potential (ERP) component from electroencephalography (EEG) measurements collected in a…

Virtual Reality (VR) has emerged as a promising tool for enhancing social skills and emotional well-being in individuals with Autism Spectrum Disorder (ASD). Through a technical exploration, this study employs a multiplayer serious gaming…

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…

人机交互 · 计算机科学 2021-03-10 Rongkai Shi , Hai-Ning Liang , Yu Wu , Difeng Yu , Wenge Xu