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Volume 28, Issue 2Apr 2024
Reflects downloads up to 08 Feb 2025Bibliometrics
research-article
User experience model and design strategies for virtual reality-based cultural heritage exhibition
Abstract

A virtual reality (VR) based cultural heritage exhibition (VRCHE) is an important type of VR-based museum exhibition. The user experience (UX) design of VRCHE has encountered opportunities and due to the differences in human–computer interaction ...

research-article
Design and emotional responses: is there coherence between what is said and what is felt? A study using biofeedback and virtual reality
Abstract

Identifying users’ experience when using products is one of the major challenges for design. Analyzing users’ psychophysiological reactions to an experience using biofeedback can produce more reliable results than using subjective evaluations, ...

research-article
VR Designer: enhancing fashion showcases through immersive virtual garment fitting
Abstract

This paper introduces a Virtual Reality (VR) application tailored for fashion designers and retailers, transcending traditional garment design and demonstration boundaries by presenting an immersive digital garment showcase within a captivating VR ...

research-article
VR interventions aimed to induce empathy: a scoping review
Abstract

To assess the methods and outcomes of virtual reality (VR), interventions aimed at inducing empathy and to evaluate if VR could be used in this manner for disability support worker (DSW) training, as well as highlight areas for future research. ...

research-article
Assessment of music performance anxiety in a virtual auditorium through the study of ambient lighting and audience distance
Abstract

Performance anxiety is a common problem affecting musicians’ concentration and well-being. Musicians frequently encounter greater challenges and emotional discomfort when performing in front of an audience. Recent research suggests an important ...

research-article
Enhancing weight perception in virtual reality: an analysis of kinematic features
Abstract

This study investigates weight perception in virtual reality without kinesthetic feedback from the real world, by means of an illusory method called pseudo-haptic. This illusory model focuses on the dissociation of visual input and somatosensory ...

research-article
Investigating the influence of neck muscle vibration on illusory self-motion in virtual reality
Abstract

The illusory experience of self-motion known as vection, is a multisensory phenomenon relevant to self-motion processes. While some studies have shown that neck muscle vibrations can improve self-motion parameter estimation, the influence on ...

research-article
A color Passthrough mixed reality application for learning piano
Abstract

This work presents the development of a mixed reality (MR) application that uses color Passthrough for learning to play the piano. A study was carried out to compare the interpretation outcomes of the participants and their subjective experience ...

research-article
Therapist perspectives on telehealth-based virtual reality exposure therapy
Abstract

Virtual reality (VR) can enhance mental health care. In particular, the effectiveness of VR-based exposure therapy (VRET) has been well-demonstrated for treatment of anxiety disorders. However, most applications of VRET remain localized to clinic ...

research-article
Augmented reality headsets for surgical guidance: the impact of holographic model positions on user localisation accuracy
Abstract

Novel augmented reality headsets such as HoloLens can be used to overlay patient-specific virtual models of resection margins on the patient’s skin, providing surgeons with information not normally available in the operating room. For this to be ...

research-article
Personal space invasion to prevent cyberbullying: design, development, and evaluation of an immersive prevention measure for children and adolescents
Abstract

The previous work on cyberbullying has shown that the number of victims is increasing, and the need for prevention is exceptionally high among younger school students (5th–9th grade). Due to the omnipresence of cyberattacks, victims can hardly ...

research-article
Proteus effect or bodily affordance? The influence of virtual high-heels on gait behavior
Abstract

Shoes are an important part of the fashion industry, stereotypically affect our self-awareness as well as external perception, and can even biomechanically modify our gait pattern. Immersive Virtual Reality (VR) enables users not only to explore ...

research-article
Acoustic characteristics of voice production in virtual reality-simulated and physical environments: a comparative study in university professors
Abstract

This study investigated the reliability of a virtual reality-simulated classroom to generate a comparable self-perception of voice quality and acoustic effects of phonation to a real classroom in a group of teachers, and sense of presence. Thirty ...

research-article
Virtual reality games for cognitive rehabilitation of older adults: a review of adaptive games, domains and techniques
Abstract

In recent decades, the senior adults population worldwide has increased, as well as the medical conditions related to aging, such as cognitive decline. Virtual reality (VR) games are a valuable addition to conventional cognitive rehabilitation as ...

research-article
Effects of vection type and postural instability on cybersickness
Abstract

This study directly compared the novel unexpected vection hypothesis and postural instability-based explanations of cybersickness in virtual reality (VR) using head-mounted displays (HMD) for the first time within a commercial VR game. A total of ...

research-article
A systematic review of wearable biosensor usage in immersive virtual reality experiences
Abstract

Wearable biosensors are increasingly incorporated in immersive Virtual Reality (iVR) applications. A trend that is attributed to the availability of better quality, less costly, and easier-to-use devices. However, consensus is yet to emerge over ...

research-article
Unlocking the potential of virtual reality to expand treatment frontiers for bulimia nervosa: a pilot study to explore the impact of virtual reality-enhanced cognitive-behavioral therapy
Abstract

The primary objective of this study is to assess the efficacy of a Virtual Reality (VR) intervention when compared to an integrated multimodal medically managed Inpatient Program (IP) in a cohort of 24 female patients diagnosed with Bulimia ...

research-article
Virtual reality platform for teacher training on classroom climate management: evaluating user acceptance
Abstract

Enhancing the educational experience through Immersive Virtual Reality (IVR) is a promising avenue, elevating the authenticity and responsiveness of simulations. Particularly in educational settings, IVR holds the potential to augment ...

research-article
Augmented reality presentation system of skeleton image based on biomedical features
Abstract

Aimed at limitations in the description and expression of three-dimensional (3D) physical information in two-dimentsional (2D) medical images, feature extraction and matching method based on the biomedical characteristics of skeletons is employed ...

research-article
The user experience of distal arm-level vibrotactile feedback for interactions with virtual versus physical displays
Abstract

Haptic feedback, a natural component of our everyday interactions in the physical world, requires careful design in virtual environments. However, feedback location can vary from the fingertip to the finger, hand, and arm due to heterogeneous ...

research-article
Non-deterministic method for semi-automatic calibration of smartphone-based OST HMDs
Abstract

An Augmented Reality (AR) system must show real and virtual elements as if they coexisted in the same environment. The tridimensional aligment (registration) is particularly challenging on specific hardware configurations such as Head Mounted ...

research-article
Virtual reality based rehabilitation in adults with chronic neck pain: a systematic review and meta-analysis of randomized clinical trials
Abstract

Chronic neck pain is one of the most frequent musculoskeletal disorders, with high prevalence worldwide. Rehabilitation is an essential component of therapeutic strategy. Virtual reality based rehabilitation (VRBR) is a powerful distraction ...

research-article
Virtual rehabilitation for patients with osteoporosis or other musculoskeletal disorders: a systematic review
Abstract

This study aims to identify effective ways to design virtual rehabilitation to obtain physical improvement (e.g. balance and gait) and support engagement (i.e. motivation) for people with osteoporosis or other musculoskeletal disorders. ...

research-article
New proxemics in new space: proxemics in VR
Abstract

With the development of computer technology, it is possible to design virtual reality (VR) media that provides services to multiple users. Hall’s proxemics theory, which holds that the distance varies depending on the relationship between people, ...

research-article
How to trigger user’s willingness to participate in the metaverse? An exploration of the significant factors of the metaverse
Abstract

The issue of the metaverse has been widely discussed. The purpose of this research is to investigate users’ willingness to participate in the metaverse. This study used the self-efficacy theory and Theory of Reasoned Action (TRA) to explore their ...

research-article
Usability and user expectations of a HoloLens-based augmented reality application for learning clinical technical skills
Abstract

The application of augmented reality in training health science students is increasingly widespread. The aim of this work was to assess the usability and user expectations of an augmented reality application for smart glasses (Microsoft HoloLens) ...

research-article
Behavioral intention, perception and user assessment in an immersive virtual reality environment with CFD simulations
Abstract

This study explores technology acceptance, perception and user assessment of an immersive virtual reality environment with computational fluid dynamics simulations in engineering education. 57 participants from three different institutions tested ...

research-article
Unconstrained lightweight control interface for robot-assisted minimally invasive surgery using MediaPipe framework and head-mounted display
Abstract

Robotic surgery is preferred over open or laparoscopic surgeries due to its intuitiveness and convenience. However, prolonged use of surgical robots can cause neck pain and joint fatigue in wrist and fingers. Also, input systems are bulky and ...

research-article
Simulating vision impairment in virtual reality: a comparison of visual task performance with real and simulated tunnel vision
Abstract

In this work, we explore the potential and limitations of simulating gaze-contingent tunnel vision conditions using Virtual Reality (VR) with built-in eye tracking technology. This approach promises an easy and accessible way of expanding study ...

research-article
Video-based exergaming versus conventional rehabilitation on balance in pediatric brain tumor survivors: a randomized clinical trial
Abstract

Balance problems are widely reported in Pediatric Brain Tumor Survivors (PBTS) due to tumor localization and the side effects of medical treatment. This study investigates the effects of conventional versus video-based games exercise training (...

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