A scoping survey on cross-reality systems
Immersive technologies such as Virtual Reality (VR) and Augmented Reality (AR) empower
users to experience digital realities. Known as distinct technology classes, the lines between …
users to experience digital realities. Known as distinct technology classes, the lines between …
Revisiting collaboration through mixed reality: The evolution of groupware
Abstract Collaborative Mixed Reality (MR) systems are at a critical point in time as they are
soon to become more commonplace. However, MR technology has only recently matured to …
soon to become more commonplace. However, MR technology has only recently matured to …
Privacy-enhancing technology and everyday augmented reality: Understanding bystanders' varying needs for awareness and consent
Fundamental to Augmented Reality (AR) headsets is their capacity to visually and aurally
sense the world around them, necessary to drive the positional tracking that makes …
sense the world around them, necessary to drive the positional tracking that makes …
Vrception: Rapid prototyping of cross-reality systems in virtual reality
Cross-reality systems empower users to transition along the reality-virtuality continuum or
collaborate with others experiencing different manifestations of it. However, prototyping …
collaborate with others experiencing different manifestations of it. However, prototyping …
A best-fit framework and systematic review of asymmetric gameplay in multiplayer virtual reality games
Increasingly, virtual reality (VR) design and research leverages gameplay asymmetries,
flattening discrepancies of interface, abilities, information or other aspects between players …
flattening discrepancies of interface, abilities, information or other aspects between players …
Re-evaluating vr user awareness needs during bystander interactions
Virtual reality (VR) users are often around bystanders, ie people in the real world the VR
user may want to interact with. To facilitate bystander-VR user interactions, technology …
user may want to interact with. To facilitate bystander-VR user interactions, technology …
Examining design choices of questionnaires in VR user studies
Questionnaires are among the most common research tools in virtual reality (VR) user
studies. Transitioning from virtuality to reality for giving self-reports on VR experiences can …
studies. Transitioning from virtuality to reality for giving self-reports on VR experiences can …
Towards balancing VR immersion and bystander awareness
Head-mounted displays (HMDs) increase immersion into virtual worlds. The problem is that
this limits headset users' awareness of bystanders: headset users cannot attend to …
this limits headset users' awareness of bystanders: headset users cannot attend to …
TransceiVR: Bridging asymmetrical communication between VR users and external collaborators
Virtual Reality (VR) users often need to work with other users, who observe them outside of
VR using an external display. Communication between them is difficult; the VR user cannot …
VR using an external display. Communication between them is difficult; the VR user cannot …
Xrstudio: A virtual production and live streaming system for immersive instructional experiences
There is increased interest in using virtual reality in education, but it often remains an
isolated experience that is difficult to integrate into current instructional experiences. In this …
isolated experience that is difficult to integrate into current instructional experiences. In this …