User experience model and design strategies for virtual reality-based cultural heritage exhibition
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 ...
Design and emotional responses: is there coherence between what is said and what is felt? A study using biofeedback and virtual reality
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, ...
VR Designer: enhancing fashion showcases through immersive virtual garment fitting
- Orestis Sarakatsanos,
- Anastasios Papazoglou-Chalikias,
- Machi Boikou,
- Elisavet Chatzilari,
- Michaela Jauk,
- Ursina Hafliger,
- Spiros Nikolopoulos,
- Ioannis Kompatsiaris
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 ...
VR interventions aimed to induce empathy: a scoping review
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. ...
Assessment of music performance anxiety in a virtual auditorium through the study of ambient lighting and audience distance
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 ...
Enhancing weight perception in virtual reality: an analysis of kinematic features
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 ...
Investigating the influence of neck muscle vibration on illusory self-motion in virtual reality
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 ...
A color Passthrough mixed reality application for learning piano
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 ...
Therapist perspectives on telehealth-based virtual reality exposure therapy
- Triton Ong,
- Julia Ivanova,
- Hiral Soni,
- Hattie Wilczewski,
- Janelle Barrera,
- Mollie Cummins,
- Brandon M. Welch,
- Brian E. Bunnell
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 ...
Augmented reality headsets for surgical guidance: the impact of holographic model positions on user localisation accuracy
- Laura Pérez-Pachón,
- Parivrudh Sharma,
- Helena Brech,
- Jenny Gregory,
- Terry Lowe,
- Matthieu Poyade,
- Flora Gröning
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 ...
Personal space invasion to prevent cyberbullying: design, development, and evaluation of an immersive prevention measure for children and adolescents
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 ...
Proteus effect or bodily affordance? The influence of virtual high-heels on gait behavior
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 ...
Acoustic characteristics of voice production in virtual reality-simulated and physical environments: a comparative study in university professors
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 ...
Effects of vection type and postural instability on cybersickness
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 ...
A systematic review of wearable biosensor usage in immersive virtual reality experiences
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 ...
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
- Maria Sansoni,
- Giorgia Varallo,
- Clelia Malighetti,
- Cosimo Tuena,
- Daniele Di Lernia,
- Gian Luca Cesa,
- Gian Mauro Manzoni,
- Gianluca Castelnuovo,
- Giuseppe Riva
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 ...
Virtual reality platform for teacher training on classroom climate management: evaluating user acceptance
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 ...
Augmented reality presentation system of skeleton image based on biomedical features
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 ...
The user experience of distal arm-level vibrotactile feedback for interactions with virtual versus physical displays
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 ...
Non-deterministic method for semi-automatic calibration of smartphone-based OST HMDs
- João Pedro Mucheroni Covolan,
- Claiton Oliveira,
- Silvio Ricardo Rodrigues Sanches,
- Antonio Carlos Sementille
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 ...
Virtual reality based rehabilitation in adults with chronic neck pain: a systematic review and meta-analysis of randomized clinical trials
- Beatriz Brea-Gómez,
- Alejandro Laguna-González,
- Laura Pérez-Gisbert,
- Marie Carmen Valenza,
- Irene Torres-Sánchez
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 ...
Virtual rehabilitation for patients with osteoporosis or other musculoskeletal disorders: a systematic review
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. ...
New proxemics in new space: proxemics in VR
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, ...
How to trigger user’s willingness to participate in the metaverse? An exploration of the significant factors of the metaverse
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 ...
Usability and user expectations of a HoloLens-based augmented reality application for learning clinical technical skills
- Paula Escalada-Hernandez,
- Nelia Soto-Ruiz,
- Tomás Ballesteros-Egüés,
- Ana Larrayoz-Jiménez,
- Leticia San Martín-Rodríguez
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) ...
Behavioral intention, perception and user assessment in an immersive virtual reality environment with CFD simulations
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 ...
Unconstrained lightweight control interface for robot-assisted minimally invasive surgery using MediaPipe framework and head-mounted display
- Wounsuk Rhee,
- Young Gyun Kim,
- Jong Hyeon Lee,
- Jae Woo Shim,
- Byeong Soo Kim,
- Dan Yoon,
- Minwoo Cho,
- Sungwan Kim
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 ...
Simulating vision impairment in virtual reality: a comparison of visual task performance with real and simulated tunnel vision
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 ...
Video-based exergaming versus conventional rehabilitation on balance in pediatric brain tumor survivors: a randomized clinical trial
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 (...