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Author: 19506
11 results

Digital Proxemics as Measures of Social Interaction in Hybrid XR

Hybrid meetings are the new reality, yet they lack the richness of face-to-face interaction. In shared spaces, virtual or physical, interaction relies on more than words: proximity, non-verbal cues, and subtle movements all shape communication. Proximity captures how close we stand, where we face, and how we move arou…

IM
Iain William McLean et al.Glasgow University

Understanding Social Interactions in Reality Versus Virtuality

Immersive realities enable social interactions that are radically different from traditional communication technologies, but how we experience immersion together is not yet indistinguishable from face-to-face interactions. Some social signals are not stable across realities, may change in semantics, or are missing al…

AL
Aurélien Léchappé et al.IMT Atlantique

Understanding User Acceptance of Electrical Muscle Stimulation in Human-Computer Interaction

Electrical Muscle Stimulation (EMS) has unique capabilities that can manipulate users' actions or perceptions, such as actuating user movement while walking, changing the perceived texture of food, and guiding movements for a user learning an instrument. These applications highlight the potential utility of EMS, but s…

SF
Sarah Faltaous et al.University of Duisburg-Essen

Surveying the Social Comfort of Body, Device, and Environment-Based Augmented Reality Interactions in Confined Passenger Spaces Using Mixed Reality Composite Videos

"Augmented Reality (AR) headsets could significantly improve the passenger experience, freeing users from the restrictions of physical smartphones, tablets and seatback displays. However, the confined space of public transport and the varying proximity to other passengers may restrict what interaction techniques are d…

DM
Daniel Medeiros et al.Institut Polytechnique de Paris
AdRecommended

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Structured lessons, hands-on projects, and continuous updates for people bringing AI into real development work.

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Reality Anchors: Bringing Cues from Reality to Increase Acceptance of Immersive Technologies in Transit

Immersive technologies allow us to control and customise how we experience reality, but are not widely used in transit due to safety, social acceptability, and comfort barriers. We propose that cues from reality can create reference points in virtuality, which we call Reality Anchors, will reduce these barriers. We us…

LB
Laura Bajorunaite et al.Glasgow University

Re-Evaluating VR User Awareness Needs During Bystander Interactions

Virtual reality (VR) users are often around bystanders, i.e. people in the real world the VR user may want to interact with. To facilitate bystander-VR user interactions, technology-mediated awareness systems have been introduced to increase a user’s awareness of bystanders. However, while prior works have found effec…

JO
Joseph O'Hagan et al.Glasgow University

Digital Proxemics: Designing Social and Collaborative Interaction in Virtual Environments

Behaviour in virtual environments might be informed by our experiences in physical environments, but virtual environments are not constrained by the same physical, perceptual, or social cues. Instead of replicating the properties of physical spaces, one can create virtual experiences that diverge from reality by dynam…

JW
Julie R. Williamson et al.Glasgow University

Proxemics and Social Interactions in an Instrumented Virtual Reality Workshop

Virtual environments (VEs) can create collaborative and social spaces, which are increasingly important in the face of remote work and travel reduction. Recent advances, such as more open and widely available platforms, create new possibilities to observe and analyse interaction in VEs. Using a custom ins…

JW
Julie R. Williamson et al.Glasgow University

PlaneVR: Social Acceptability of Virtual Reality for Aeroplane Passengers

Virtual reality (VR) headsets allow wearers to escape their physical surroundings, immersing themselves in a virtual world. Although escape may not be realistic or acceptable in many everyday situations, air travel is one context where early adoption of VR could be very attractive. While travelling, passengers are sea…

JW
Julie R. Williamson et al.Glasgow University

Object Manipulation in Virtual Reality Under Increasing Levels of Translational Gain

Room-scale Virtual Reality (VR) has become an affordable consumer reality, with applications ranging from entertainment to productivity. However, the limited physical space available for room-scale VR in the typical home or office environment poses a significant problem. To solve this, physical spaces can be extended…

GW
Graham Wilson et al.Glasgow University

(Un)Acceptable!?! -- Re-thinking the Social Acceptability of Emerging Technologies

A central viewpoint to understanding the human aspects of interactive systems is the concept of technology acceptance. Actual, or imagined disapproval from other people can have a major impact on how information technological innovations are received, but HCI lacks comprehensive, up-to date, and actionable, articulat…

MK
Marion Koelle et al.Hochschule RheinMain
Paper TitleAuthorsResearch TopicsPaper DatabaseYear

Digital Proxemics as Measures of Social Interaction in Hybrid XR

Hybrid meetings are the new reality, yet they lack the richness of face-to-face interaction. In shared spaces, virtual or physical, interaction relies on more than words: proximity, non-verbal cues, and subtle movements all shape communication. Proximity captures how close we stand, where we face, and how we move arou…

IM
Iain William McLean et al.Glasgow University

Understanding Social Interactions in Reality Versus Virtuality

Immersive realities enable social interactions that are radically different from traditional communication technologies, but how we experience immersion together is not yet indistinguishable from face-to-face interactions. Some social signals are not stable across realities, may change in semantics, or are missing al…

AL
Aurélien Léchappé et al.IMT Atlantique

Understanding User Acceptance of Electrical Muscle Stimulation in Human-Computer Interaction

Electrical Muscle Stimulation (EMS) has unique capabilities that can manipulate users' actions or perceptions, such as actuating user movement while walking, changing the perceived texture of food, and guiding movements for a user learning an instrument. These applications highlight the potential utility of EMS, but s…

SF
Sarah Faltaous et al.University of Duisburg-Essen

Surveying the Social Comfort of Body, Device, and Environment-Based Augmented Reality Interactions in Confined Passenger Spaces Using Mixed Reality Composite Videos

"Augmented Reality (AR) headsets could significantly improve the passenger experience, freeing users from the restrictions of physical smartphones, tablets and seatback displays. However, the confined space of public transport and the varying proximity to other passengers may restrict what interaction techniques are d…

DM
Daniel Medeiros et al.Institut Polytechnique de Paris
AdRecommended

Learn AI Coding at CodeNow

Structured lessons, hands-on projects, and continuous updates for people bringing AI into real development work.

Explore Nowopen_in_new

Reality Anchors: Bringing Cues from Reality to Increase Acceptance of Immersive Technologies in Transit

Immersive technologies allow us to control and customise how we experience reality, but are not widely used in transit due to safety, social acceptability, and comfort barriers. We propose that cues from reality can create reference points in virtuality, which we call Reality Anchors, will reduce these barriers. We us…

LB
Laura Bajorunaite et al.Glasgow University

Re-Evaluating VR User Awareness Needs During Bystander Interactions

Virtual reality (VR) users are often around bystanders, i.e. people in the real world the VR user may want to interact with. To facilitate bystander-VR user interactions, technology-mediated awareness systems have been introduced to increase a user’s awareness of bystanders. However, while prior works have found effec…

JO
Joseph O'Hagan et al.Glasgow University

Digital Proxemics: Designing Social and Collaborative Interaction in Virtual Environments

Behaviour in virtual environments might be informed by our experiences in physical environments, but virtual environments are not constrained by the same physical, perceptual, or social cues. Instead of replicating the properties of physical spaces, one can create virtual experiences that diverge from reality by dynam…

JW
Julie R. Williamson et al.Glasgow University

Proxemics and Social Interactions in an Instrumented Virtual Reality Workshop

Virtual environments (VEs) can create collaborative and social spaces, which are increasingly important in the face of remote work and travel reduction. Recent advances, such as more open and widely available platforms, create new possibilities to observe and analyse interaction in VEs. Using a custom ins…

JW
Julie R. Williamson et al.Glasgow University

PlaneVR: Social Acceptability of Virtual Reality for Aeroplane Passengers

Virtual reality (VR) headsets allow wearers to escape their physical surroundings, immersing themselves in a virtual world. Although escape may not be realistic or acceptable in many everyday situations, air travel is one context where early adoption of VR could be very attractive. While travelling, passengers are sea…

JW
Julie R. Williamson et al.Glasgow University

Object Manipulation in Virtual Reality Under Increasing Levels of Translational Gain

Room-scale Virtual Reality (VR) has become an affordable consumer reality, with applications ranging from entertainment to productivity. However, the limited physical space available for room-scale VR in the typical home or office environment poses a significant problem. To solve this, physical spaces can be extended…

GW
Graham Wilson et al.Glasgow University

(Un)Acceptable!?! -- Re-thinking the Social Acceptability of Emerging Technologies

A central viewpoint to understanding the human aspects of interactive systems is the concept of technology acceptance. Actual, or imagined disapproval from other people can have a major impact on how information technological innovations are received, but HCI lacks comprehensive, up-to date, and actionable, articulat…

MK
Marion Koelle et al.Hochschule RheinMain