All Stories

  1. First-Person Perspective Induces Stronger Feelings of Awe and Presence Compared to Third-Person Perspective in Virtual Reality
  2. The Inbetweeny Collective: Reflexive Dialogues on the Liminality of Researchers' Lived Experiences
  3. Intercorporeal Design: Dissolving Self-Other Dualism in Interaction Design
  4. Beyond the Eye: Multisensory Contributions to the Sensation of Illusory Self-Motion (Vection)
  5. Designing with Biosignals: Challenges, Opportunities, and Future Directions for Integrating Physiological Signals in Human-Computer Interaction
  6. Using Virtual Reality for Self-transcendent Emotions for Well-being and Connection
  7. InExChange: Fostering Genuine Social Connection through Embodied Breath Sharing in Mixed Reality
  8. Embodied Telepresent Connection (ETC): Exploring Virtual Social Touch Through Pseudohaptics
  9. TangiTeam: Supporting Social Regulation of Learning during Design-Based Learning
  10. The Continuity of Locomotion
  11. HyperJumping in Virtual Vancouver: Combating Motion Sickness by Merging Teleporting and Continuous VR Locomotion in an Embodied Hands-Free VR Flying Paradigm
  12. Lucid Loop: Exploring the Parallels between Immersive Experiences and Lucid Dreaming
  13. Virtual Transcendent Dream: Empowering People through Embodied Flying in Virtual Reality
  14. Strategies for Fostering a Genuine Feeling of Connection in Technologically Mediated Systems
  15. Analyzing the Trade-off between Selection and Navigation in VR
  16. FeetBack: Augmenting Robotic Telepresence with Haptic Feedback on the Feet
  17. JeL
  18. Designing Mind(set) and Setting for Profound Emotional Experiences in Virtual Reality
  19. Inhaling and Exhaling: How Technologies Can Perceptually Extend our Breath Awareness
  20. FaceHaptics: Robot Arm based Versatile Facial Haptics for Immersive Environments
  21. Perch to Fly
  22. Comparing input methods and cursors for 3D positioning with head-mounted displays
  23. Are You Dreaming?
  24. Geocaching with a Beam
  25. Integrating Affective Responses and Gamification into Early Reading Acquisition Software Applications
  26. Enhancing stress management techniques using virtual reality
  27. Comparing the effectiveness of stereo projection versus 3D TV in inducing self-motion illusions (vection)
  28. Evaluating affective features of 3D motionscapes
  29. The influence of shading, display size and individual differences on navigation in virtual reality
  30. Re-evaluating benefits of body-based rotational cues for maintaining orientation in virtual environments
  31. Technology preferences and routines for sharing health information during the treatment of a chronic illness
  32. To move or not to move
  33. Spatialized sound enhances biomechanically-induced self-motion illusion (vection)