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- research-articleApril 2020
Investigating Representation of Text and Audio in Educational VR using Learning Outcomes and EEG
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–13https://doi.org/10.1145/3313831.3376872This paper reports findings from a between-subjects experiment that investigates how different learning content representations in virtual environments (VE) affect the process and outcomes of learning. Seventy-eight participants were subjected to an ...
- research-articleApril 2020
Gaiters: Exploring Skin Stretch Feedback on Legs for Enhancing Virtual Reality Experiences
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–14https://doi.org/10.1145/3313831.3376865We propose generating two-dimensional skin stretch feedback on the user's legs. Skin stretch is useful cutaneous feedback to induce the perception of virtual textures and illusory forces and to deliver directional cues. This feedback has been applied to ...
- research-articleApril 2020
WalkingVibe: Reducing Virtual Reality Sickness and Improving Realism while Walking in VR using Unobtrusive Head-mounted Vibrotactile Feedback
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–12https://doi.org/10.1145/3313831.3376847Virtual Reality (VR) sickness is common with symptoms such as headaches, nausea, and disorientation, and is a major barrier to using VR. We propose WalkingVibe, which applies unobtrusive vibrotactile feedback for VR walking experiences, and also reduces ...
- research-articleApril 2020
Telewalk: Towards Free and Endless Walking in Room-Scale Virtual Reality
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–9https://doi.org/10.1145/3313831.3376821Natural navigation in VR is challenging due to spatial limitations. While Teleportation enables navigation within very small physical spaces and without causing motion sickness symptoms, it may reduce the feeling of presence and spacial awareness. ...
- research-articleApril 2020
Improving Reliability of Virtual Collision Responses: A Cue Integration Technique
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–12https://doi.org/10.1145/3313831.3376819In virtual reality (VR), a user's virtual avatar can interact with a virtual object by colliding with it. If collision responses do not occur in the direction that the user expects, the user experiences degradation of accuracy and precision in ...
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- research-articleApril 2020Best Paper
Trigeminal-based Temperature Illusions
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–12https://doi.org/10.1145/3313831.3376806We explore a temperature illusion that uses low-powered electronics and enables the miniaturization of simple warm and cool sensations. Our illusion relies on the properties of certain scents, such as the coolness of mint or hotness of peppers. These ...
- research-articleApril 2020
HiveFive: Immersion Preserving Attention Guidance in Virtual Reality
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–13https://doi.org/10.1145/3313831.3376803Recent advances in Virtual Reality (VR) technology, such as larger fields of view, have made VR increasingly immersive. However, a larger field of view often results in a user focusing on certain directions and missing relevant content presented ...
- research-articleApril 2020
Virtual Field Studies: Conducting Studies on Public Displays in Virtual Reality
- Ville Mäkelä,
- Rivu Radiah,
- Saleh Alsherif,
- Mohamed Khamis,
- Chong Xiao,
- Lisa Borchert,
- Albrecht Schmidt,
- Florian Alt
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–15https://doi.org/10.1145/3313831.3376796Field studies on public displays can be difficult, expensive, and time-consuming. We investigate the feasibility of using virtual reality (VR) as a test-bed to evaluate deployments of public displays. Specifically, we investigate whether results from ...
- research-articleApril 2020
Body Follows Eye: Unobtrusive Posture Manipulation Through a Dynamic Content Position in Virtual Reality
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–14https://doi.org/10.1145/3313831.3376794While virtual objects are likely to be a part of future interfaces, we lack knowledge of how the dynamic position of virtual objects influences users' posture. In this study, we investigated users' posture change following the unobtrusive and swift ...
- research-articleApril 2020
Toward Immersive Self-Driving Simulations: Reports from a User Study across Six Platforms
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–12https://doi.org/10.1145/3313831.3376787As self-driving car technology matures, autonomous vehicle research is moving toward building more human-centric interfaces and accountable experiences. Driving simulators avoid many ethical and regulatory concerns about self-driving cars and play a key ...
- research-articleApril 2020
Investigating Roleplaying and Identity Transformation in a Virtual Reality Narrative Experience
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–13https://doi.org/10.1145/3313831.3376762In this paper we describe the design and evaluation of The Next Fairy Tale (TNFT) VR, a theatrical interactive storytelling system created in virtual reality and informed by performing arts theories. TNFT was designed to produce opportunities for ...
- research-articleApril 2020
The Curious Case of the Transdiegetic Cow, or a Mission to Foster Other-Oriented Empathy Through Virtual Reality
- Martijn J.L. Kors,
- Erik D. van der Spek,
- Julia A. Bopp,
- Karel Millenaar,
- Rutger L. van Teutem,
- Gabriele Ferri,
- Ben A.M. Schouten
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–13https://doi.org/10.1145/3313831.3376748Socially aware persuasive games that use immersive technologies often appeal to empathy, prompting users to feel and understand the struggles of another. However, the often sought-after standing in another's shoes' experience, in which users virtually ...
- research-articleApril 2020
"Transport Me Away": Fostering Flow in Open Offices through Virtual Reality
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–14https://doi.org/10.1145/3313831.3376724Open offices are cost-effective and continue to be popular. However, research shows that these environments, brimming with distractions and sensory overload, frequently hamper productivity. Our research investigates the use of virtual reality (VR) to ...
- research-articleApril 2020
A Human Touch: Social Touch Increases the Perceived Human-likeness of Agents in Virtual Reality
- Matthias Hoppe,
- Beat Rossmy,
- Daniel Peter Neumann,
- Stephan Streuber,
- Albrecht Schmidt,
- Tonja-Katrin Machulla
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–11https://doi.org/10.1145/3313831.3376719Virtual Reality experiences and games present believable virtual environments based on graphical quality, spatial audio, and interactivity. The interaction with in-game characters, controlled by computers (agents) or humans (avatars), is an important ...
- research-articleApril 2020
Touché: Data-Driven Interactive Sword Fighting in Virtual Reality
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–14https://doi.org/10.1145/3313831.3376714VR games offer new freedom for players to interact naturally using motion. This makes it harder to design games that react to player motions convincingly. We present a framework for VR sword fighting experiences against a virtual character that ...
- research-articleApril 2020Honorable Mention
Get a Grip: Evaluating Grip Gestures for VR Input using a Lightweight Pen
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–13https://doi.org/10.1145/3313831.3376698The use of Virtual Reality (VR) in applications such as data analysis, artistic creation, and clinical settings requires high precision input. However, the current design of handheld controllers, where wrist rotation is the primary input approach, does ...
- research-articleApril 2020Honorable Mention
Improving Virtual Reality Ergonomics Through Reach-Bounded Non-Linear Input Amplification
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–12https://doi.org/10.1145/3313831.3376687Input amplification enables easier movement in virtual reality (VR) for users with mobility issues or in confined spaces. However, current techniques either do not focus on maintaining feelings of body ownership, or are not applicable to general VR ...
- research-articleApril 2020
Assessing 2D and 3D Heatmaps for Comparative Analysis: An Empirical Study
- Matthias Kraus,
- Katrin Angerbauer,
- Juri Buchmüller,
- Daniel Schweitzer,
- Daniel A. Keim,
- Michael Sedlmair,
- Johannes Fuchs
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–14https://doi.org/10.1145/3313831.3376675Heatmaps are a popular visualization technique that encode 2D density distributions using color or brightness. Experimental studies have shown though that both of these visual variables are inaccurate when reading and comparing numeric data values. A ...
- research-articleApril 2020
RestoreVR: Generating Embodied Knowledge and Situated Experience of Dunhuang Mural Conservation via Interactive Virtual Reality
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–13https://doi.org/10.1145/3313831.3376673In Dunhuang Mogao Grottoes, unique Buddhist murals of ancient China are preserved. Unfortunately, the exquisite murals are suffering from degradation. Experts have been trying to enhance public's awareness of mural protection, but there's no efficacious ...
- research-articleApril 2020
Embodied Learning in Immersive Smart Spaces
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–14https://doi.org/10.1145/3313831.3376667This paper presents the design and evaluation of IMAGINE, a novel interactive immersive smart space for embodied learning. In IMAGINE children use full-body movements and gestures to interact with multimedia educational contents projected on the wall and ...