The eye in extended reality: A survey on gaze interaction and eye tracking in head-worn extended reality
With innovations in the field of gaze and eye tracking, a new concentration of research in the
area of gaze-tracked systems and user interfaces has formed in the field of Extended Reality …
area of gaze-tracked systems and user interfaces has formed in the field of Extended Reality …
A survey of challenges and methods for Quality of Experience assessment of interactive VR applications
User acceptance of virtual reality (VR) applications is dependent on multiple aspects, such
as usability, enjoyment, and cybersickness. To fully realize the disruptive potential of VR …
as usability, enjoyment, and cybersickness. To fully realize the disruptive potential of VR …
Towards collaborative learning in virtual reality: A comparison of co-located symmetric and asymmetric pair-learning
Pair-learning is beneficial for learning outcome, motivation, and social presence, and so is
virtual reality (VR) by increasing immersion, engagement, motivation, and interest of …
virtual reality (VR) by increasing immersion, engagement, motivation, and interest of …
Real-time body tracking in virtual reality using a Vive tracker
Due to recent improvements in virtual reality (VR) technology, the number of novel
applications for entertainment, education, and rehabilitation has increased. The primary goal …
applications for entertainment, education, and rehabilitation has increased. The primary goal …
The effect of audio on the experience in virtual reality: a scoping review
The use of virtual reality (VR) has seen significant recent growth and presents opportunities
for use in many domain areas. The use of head-mounted displays (HMDs) also presents …
for use in many domain areas. The use of head-mounted displays (HMDs) also presents …
[HTML][HTML] Social gaming: A systematic review
Digital games often constitute a shared activity where people can spend time together,
communicate and socialize. Several commercial titles place social interaction at the center …
communicate and socialize. Several commercial titles place social interaction at the center …
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 …
Avatar-mediated communication in social VR: an in-depth exploration of older adult interaction in an emerging communication platform
While HCI researchers have begun designing personalised VR experiences for older adults,
there has been limited research examining the use of social VR-where users interact via …
there has been limited research examining the use of social VR-where users interact via …
Interrogating social virtual reality as a communication medium for older adults
A growing body of research is examining the way that virtual reality (VR) technology might
enrich the lives of older adults. However, no studies have yet examined how this technology …
enrich the lives of older adults. However, no studies have yet examined how this technology …
Communication in immersive social virtual reality: A systematic review of 10 years' studies
As virtual reality (VR) technologies have improved in the past decade, more research has
investigated how they could support more effective communication in various contexts to …
investigated how they could support more effective communication in various contexts to …