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How Will VR Enter University Classrooms? Multi-stakeholders Investigation of VR in Higher Education
International Conference on Human Factors in Computing Systems, 2022VR has received increased attention as an educational tool and many argue it is destined to influence educational practices, especially with the emergence of the Metaverse. Most prior research on educational VR reports on applications or systems designed
Qiao Jin +4 more
semanticscholar +1 more source
Effect of VR technology matureness on VR sickness
Multimedia Tools and Applications, 2018In this paper relationship of perceived virtual reality (VR) sickness phenomenon with different generations of virtual reality head mounted displays (VR HMD) is presented. Action content type omnidirectional video clip was watched by means of four HMDs of different levels of technological matureness, with a 2D monitor used as a reference point.
Gregor Gersak, Huimin Lu 0001, Joze Guna
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Reducing Virtual Reality Sickness for Cyclists in VR Bicycle Simulators
International Conference on Human Factors in Computing Systems, 2022Virtual Reality (VR) bicycle simulations aim to recreate the feeling of riding a bicycle and are commonly used in many application areas. However, current solutions still create mismatches between the visuals and physical movement, which causes VR ...
Andrii Matviienko +6 more
semanticscholar +1 more source
Live Coding of a VR Render Engine in VR
2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 2019Live coding in virtual reality allows users to create and modify their surroundings through code without the need to leave the virtual reality environment. Previous work focuses on modifying the scene. We propose an application that allows developers to modify virtually everything at runtime, including the scene but also the render engine, shader code ...
Markus Schütz, Michael Wimmer 0001
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A comparative study on the effects of a VR and PC visual novel game on vocabulary learning
Computer Assisted Language Learning, 2021Research on vocabulary acquisition in digital game-based learning has been increasing over the years, with advancements in technology giving rise to numerous learning alternatives in second language acquisition.
Kuo-Wei Kyle Lai, H. Chen
semanticscholar +1 more source
VR JuggLua: A framework for VR applications combining Lua, OpenSceneGraph, and VR Juggler
2012 5th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS), 2012A gap exists between virtual reality (VR) software platforms designed for optimum hardware abstraction and cluster support, and those designed for efficient content authoring and exploration of interaction techniques through prototyping. This paper describes VR JuggLua, a high-level virtual reality application framework based on combining Lua, a ...
Ryan A. Pavlik, Judy M. Vance
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International Conference on Human Factors in Computing Systems, 2021
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 avatars in a virtual environment.
Steven Baker +9 more
semanticscholar +1 more source
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 avatars in a virtual environment.
Steven Baker +9 more
semanticscholar +1 more source
25th ACM Symposium on Virtual Reality Software and Technology, 2019
Art museums are becoming very boring to many people especially to the younger generation. The purpose of this project is to try to make a new type of art museum, one that is engaging and interactive. This project aims to answer the research question: Can a VR Minecraft museum enhance the user experience by giving them something that a typical art ...
Kyungjin Yoo, Ryan Havel, Nikhil Patel
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Art museums are becoming very boring to many people especially to the younger generation. The purpose of this project is to try to make a new type of art museum, one that is engaging and interactive. This project aims to answer the research question: Can a VR Minecraft museum enhance the user experience by giving them something that a typical art ...
Kyungjin Yoo, Ryan Havel, Nikhil Patel
openaire +1 more source
Behavioural Biometrics in VR: Identifying People from Body Motion and Relations in Virtual Reality
International Conference on Human Factors in Computing Systems, 2019Every person is unique, with individual behavioural characteristics: how one moves, coordinates, and uses their body. In this paper we investigate body motion as behavioural biometrics for virtual reality.
Ken Pfeuffer +5 more
semanticscholar +1 more source
Player Experience in a VR and Non-VR Multiplayer Game
Proceedings of the Virtual Reality International Conference - Laval Virtual, 2018Several studies compared the player experience of Virtual Reality (VR) games and non-VR games. However, there is a lack of research on the specific subject of VR and non-VR multiplayer games. Therefore, this work explores how implementing a multiplayer game in VR may influence the player experience compared to the non-VR alternative.
Christensen, Jesper Vang +4 more
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