All Stories

  1. Upper nasal hemifield location and nonspatial auditory tones accelerate visual detection during dichoptic viewing
  2. Learning to Decide with and without Reasoning: How Task Experience Affects Attribute Weighting and Preference Stability
  3. CFS MATLAB toolbox: An experiment builder for continuous flash suppression (CFS) task
  4. Perception of stereoscopic direct gaze: The effects of interaxial distance and emotional facial expressions
  5. CVD2014—A Database for Evaluating No-Reference Video Quality Assessment Algorithms
  6. Individual Differences in Image-Quality Estimations
  7. The effect of introspection on judgment and decision making is dependent on the quality of conscious thinking
  8. Performance measure of image and video quality assessment algorithms: subjective root-mean-square error
  9. Turning water into rock: The inverted waves effect
  10. Inferring user action with mobile gaze tracking
  11. Stereoscopy Amplifies Emotions Elicited by Facial Expressions
  12. Disparity modification in stereoscopic images for emotional enhancement
  13. Depth Artifacts Caused by Spatial Interlacing in Stereoscopic 3D Displays
  14. Visual Performance With Small Concave and Convex Displays
  15. Alternative performance metrics and target values for the CID2013 database
  16. VQone MATLAB toolbox: A graphical experiment builder for image and video quality evaluations
  17. Understanding Presence, Involvement, and Flow in Digital Games
  18. CID2013: A Database for Evaluating No-Reference Image Quality Assessment Algorithms
  19. High-Speed Hand Tracking for Studying Human-Computer Interaction
  20. A new method for evaluating the subjective image quality of photographs: dynamic reference
  21. Profiling user experience in digital games with the flow model
  22. Predicting the metascore with a subjective user experience data
  23. Why is quality estimation judgment fast? Comparison of gaze control strategies in quality and difference estimation tasks
  24. Enhanced user performance in an image gallery application with a mobile autostereoscopic touch display
  25. Disparity modifications and the emotional effects of stereoscopic images
  26. Why 3D Cameras are Not Popular: A Qualitative User Study on Stereoscopic Photography Acceptance
  27. Concurrent explanations can enhance visual decision making
  28. 2C5-2 Binocular disparity design in stereoscopic images for emotional enhancement
  29. Visual task performance using a monocular see-through head-mounted display (HMD) while walking.
  30. Disparity analysis of 3D movies and emotional representations
  31. Improving relative depth judgments in augmented reality with auxiliary augmentations
  32. 1G-1 Binocular Disparity and Emotional Evaluation of Horror in S3D Content
  33. Erratum to: “Color asymmetry in 3D imaging: Influence on the viewing experience”
  34. Color asymmetry in 3D imaging: Influence on the viewing experience
  35. Reading e-books on a near-to-eye display: Comparison between a small-sized multimedia display and a hard copy
  36. Effect of camera separation on the viewing experience of stereoscopic photographs
  37. Subjective experiences of watching stereoscopic Avatar and U2 3D in a cinema
  38. User Experience in 3D Stereoscopic Games
  39. Stereoscopic viewing facilitates the perception of crowds
  40. Effect of ambient illumination level on perceived autostereoscopic display quality and depth perception
  41. Estimation of subjective quality for mixed-resolution stereoscopic video
  42. Psycho-physiological effects of head-mounted displays in ubiquitous use
  43. Effect of image scaling on stereoscopic movie experience
  44. Subjective study on compressed asymmetric stereoscopic video
  45. User Experience in Digital Games
  46. Evaluating the multivariate visual quality performance of image-processing components
  47. Impact of downsampling ratio in mixed-resolution stereoscopic video
  48. Qualitative analysis of mediated communication experience
  49. What do people look at when they watch stereoscopic movies?
  50. Evaluation of the visual performance of image processing pipes: information value of subjective image attributes
  51. Comparison of Near-to-Eye Displays: Subjective Experience and Comfort
  52. Presence, Involvement, and Flow in Digital Games
  53. Near-to-Eye Display—An Accessory for Handheld Multimedia Devices: Subjective Studies
  54. Evaluation of stereoscopic image quality for mobile devices using interpretation based quality methodology
  55. Determining limits to avoid double vision in an autostereoscopic display: Disparity and image element width
  56. Effect of number of views to the viewing experience with autostereoscopic 3-D displays
  57. Supporting Situation Awareness in Demanding Operating Environments through Wearable User Interfaces
  58. User Experience in Digital Games
  59. Effects of Saccade Length and Target Luminance on the Refresh Frequency Threshold for the Visibility of Color Break-Up
  60. Scalable 3D image conversion and ergonomic evaluation
  61. Profiles of the evaluators: impact of psychographic variables on the consumer-oriented quality assessment of mobile television
  62. Measuring stereoscopic image quality experience with interpretation based quality methodology
  63. The effect of stereoscopic viewing in a word-search task with a layered background
  64. Reading experience with curved hand-held displays
  65. Content and quality
  66. Experienced quality factors: qualitative evaluation approach to audiovisual quality
  67. Measuring user experience in digital gaming: theoretical and methodological issues
  68. Captured Waterfall: Depth Capture in a Natural Setting
  69. What do users really perceive: probing the subjective image quality
  70. The impact of the display type and content to a game adaptation
  71. Simulator sickness in virtual display gaming
  72. Involvement and presence in digital gaming
  73. Midwives experiences of using HMD in ultrasound scan
  74. Evaluation of subjective video quality of mobile devices
  75. Attitudes to new technology and experiential dimensions of two different digital games
  76. Visual completion of three-dimensional, chromatic, moving stimuli in humans
  77. Examining mobile phone text legibility while walking
  78. Phantom surface captures stereopsis
  79. Neon colour spreading in three-dimensional illusory objects in humans
  80. Occlusion Constraints and Stereoscopic Slant
  81. Depth Asymmetry in da Vinci Stereopsis
  82. Temporal Properties of Colour and Shape Priming: Evidence of Multiple Components of Attention
  83. Comparing Two Head-Mounted Displays in Ultrasound Scanning