All Stories

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