All Stories

  1. Towards Inclusive External Human-Machine Interface: Exploring the Effects of Visual and Auditory eHMI for Deaf and Hard-of-Hearing People
  2. Exploring the Impacts of Background Noise on Auditory Stimuli of Audio-Visual eHMIs for Hearing, Deaf, and Hard-of-Hearing People
  3. Effects of Customisation of AI Shopping Assistant on VR Retail
  4. Impact of Visual Embellishments on Player Experience in Virtual Reality Exergames
  5. VR Pet Therapy for Improving the Well-Being of Adults with Autism: A Pilot Study
  6. Enhancement of Co-located Shared VR Experiences: Representing Non-HMD Observers on Both HMD and 2D Screens
  7. Exploring the Impact of Passthrough on VR Exergaming in Public Environments: A Field Study
  8. ACM Symposium on Spatial User Interaction
  9. OnArmQWERTY: An Empirical Evaluation of On-Arm Tap Typing for AR HMDs
  10. Understanding the Relationship Between User Game Preferences and Depressive Symptoms: A Pilot Study
  11. Breaking the Isolation: Exploring the Impact of Passthrough in Shared Spaces on Player Performance and Experience in VR Exergames
  12. Hands-free multi-type character text entry in virtual reality
  13. Exploring the Effect of Display Type on Co-Located Multiple Player Gameplay Performance, Immersion, Social Presence, and Behavior Patterns
  14. Who’s Watching Me?: Exploring the Impact of Audience Familiarity on Player Performance, Experience, and Exertion in Virtual Reality Exergames
  15. Real-Time Prediction of Simulator Sickness in Virtual Reality Games
  16. Exploring the effect of the Group Size and Feedback of non-player character spectators in virtual reality exergames
  17. Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames
  18. Exploring Text Selection in Augmented Reality Systems
  19. An Exploration of Hands-free Text Selection for Virtual Reality Head-Mounted Displays
  20. Evaluation of Text Selection Techniques in Virtual Reality Head-Mounted Displays
  21. Acceptance of Virtual Reality Exergames Among Chinese Older Adults
  22. Effects of an Immersive Virtual Reality Exergame on University Students’ Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study
  23. Design and Development of a Low-cost Device for Weight and Center of Gravity Simulation in Virtual Reality
  24. A Novel Lesion Segmentation Algorithm based on U-Net Network for Tuberculosis CT Image
  25. Socially Distanced: Have user evaluation methods for Immersive Technologies changed during the COVID-19 pandemic?
  26. Designing Individualised Virtual Reality Applications for Supporting Depression: A Feasibility Study
  27. Effect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality Exergames
  28. Virtual Reality Sickness Mitigation Methods
  29. Effects of an Immersive Virtual Reality Exergame on University Students’ Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study (Preprint)
  30. Health Benefits of Digital Videogames for the Aging Population: A Systematic Review
  31. Studying the Effect of Display Type and Viewing Perspective on User Experience in Virtual Reality Exergames
  32. VirusBoxing
  33. Exploration of Hands-free Text Entry Techniques For Virtual Reality
  34. Real-Time Detection of Simulator Sickness in Virtual Reality Games Based on Players' Psychophysiological Data during Gameplay
  35. Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation
  36. Exploring Visual Techniques for Boundary Awareness During Interaction in Augmented Reality Head-Mounted Displays
  37. Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation (Preprint)
  38. DepthMove: Leveraging Head Motions in the Depth Dimension to Interact with Virtual Reality Head-Worn Displays
  39. Pointing and Selection Methods for Text Entry in Augmented Reality Head Mounted Displays
  40. Errata to “RingText: Dwell-Free and Hands-Free Text Entry for Mobile Head-Mounted Displays Using Head Motions” [May 19 1991-2001]
  41. DMove
  42. RingText: Dwell-free and hands-free Text Entry for Mobile Head-Mounted Displays using Head Motions
  43. DepthText: Leveraging Head Movements towards the Depth Dimension for Hands-free Text Entry in Mobile Virtual Reality Systems
  44. DepthMove: Hands-free Interaction in Virtual Reality Using Head Motions in the Depth Dimension
  45. Assessing the effects of a full-body motion-based exergame in virtual reality
  46. PizzaText: Text Entry for Virtual Reality Systems Using Dual Thumbsticks
  47. BlockTower: A Multi-player Cross-Platform Competitive Social Game
  48. Directional Motion-based Interfaces for Virtual and Augmented Reality Head-mounted Displays
  49. Evaluating enjoyment, presence, and emulator sickness in VR games based on first‐ and third‐ person viewing perspectives