HCI.TOPHCI, made easy
HomearXivPapersInstitutionsAuthorsGuidelinesQuestionsHandbookInnovationEvents
HomearXivPapersInstitutionsAuthorsGuidelinesQuestionsHandbookInnovationEvents
Data methodologyHCI conferencesHCI papersAbout Xue ZhirongWelcome to cooperate
search
Active Filters
search
All

Papers

Browse and search HCI research papers from All

Active Filters
Author: 5115
13 results

Squishy, Yet Satisfying: Exploring Deformable Shapes' Cross-Modal Correspondences with Colours and Emotions

Surfaces with deformable and shape-changing properties seek to enhance and diversify tangible interactions with computing systems. However, we currently lack fundamental knowledge and user interface design principles that connect the inherent properties of deformable shapes with our human senses and cognitive associat…

CS
Cameron Steer et al.University Of Bath

Towards an Eye-Brain-Computer Interface: Combining Gaze with the Stimulus-Preceding Negativity for Target Selections in XR

Gaze-assisted interaction techniques enable intuitive selections without requiring manual pointing but can result in unintended selections, known as Midas touch. A confirmation trigger eliminates this issue but requires additional physical and conscious user effort. Brain-computer interfaces (BCIs), particularly passi…

GR
G S Rajshekar Reddy et al.University of Colorado

Watch This! Observational Learning in VR Promotes Better Far Transfer than Active Learning for a Fine Psychomotor Task

Virtual Reality (VR) holds great potential for psychomotor training, with existing applications using almost exclusively a `learning-by-doing' active learning approach, despite the possible benefits of incorporating observational learning. We compared active learning (n=26) with different variations of observational…

IF
Isabel Sophie Fitton et al.University Of Bath

Dancing with the Avatars: Minimal Avatar Customisation Enhances Learning in a Psychomotor Task

Virtual environments can support psychomotor learning by allowing learners to observe instructor avatars. Instructor avatars that look like the learner hold promise in enhancing learning; however, it is unclear whether this works for psychomotor tasks and how similar avatars need to be. We investigated `minimal’ custo…

IF
Isabel Sophie Fitton et al.University Of Bath
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

Feel the Force, See the Force: Exploring Visual-tactile Associations of Deformable Surfaces with Colours and Shapes

Deformable interfaces provide unique interaction potential for force input, for example, when users physically push into a soft display surface. However, there remains limited understanding of which visual-tactile design elements signify the presence and stiffness of such deformable force-input components.…

CS
Cameron Steer et al.University Of Bath

Realism and Field of View Affect Presence in VR but Not the Way You Think

Presence is one of the most studied and most important variables in immersive virtual reality (VR) and it influences the effectiveness of many VR applications. Separate bodies of research indicate that presence is determined by (1) technical factors such as the visual realism of a virtual environment (VE) and the fiel…

CJ
Crescent Jicol et al.University Of Bath

Imagine That! Imaginative Suggestibility Affects Presence in Virtual Reality

Personality characteristics can affect how much presence an individual experiences in virtual reality, and researchers have explored how it may be possible to prime users to increase their sense of presence. A personality characteristic that has yet to be explored in the VR literature is imaginative suggestibility, th…

CJ
Crescent Jicol et al.University Of Bath

Designing and Assessing a Virtual Reality Simulation to Build Resilience to Street Harassment

Street harassment is a widespread problem that can constrain people's freedom to enjoy public spaces safely, along with many other negative psychological impacts. However, very little research has looked at how immersive technology can help in addressing it. We conducted three studies to investigate the design decisio…

CJ
Crescent Jicol et al.University Of Bath

Feeling Colours: Investigating Crossmodal Correspondences Between 3D Shapes, Colours and Emotions

With increasing interest in multisensory experiences in HCI there is a need to consider the potential impact of crossmodal correspondences (CCs) between sensory modalities on perception and interpretation. We investigated CCs between active haptic experiences of tangible 3D objects, visual colour and emotion using the…

AL
Anan Lin et al.University of Bristol

Exploring Asymmetric Roles in Mixed-Ability Gaming

The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving cross-ability access to any of those are often limited in the experience they provi…

DG
David Gonçalves et al.University of Lisbon

Effects of Emotion and Agency on Presence in Virtual Reality

Arguably one of the most important characteristics of virtual reality (VR) is its ability to induce higher feelings of presence. Still, research has remained inconclusive on how presence is affected by human factors such as emotion and agency. Here we adopt a novel design to investigate their effects by testing virtua…

CJ
Crescent Jicol et al.University Of Bath

Affect Recognition using Psychophysiological Correlates in High Intensity VR Exergaming

User experience estimation of VR exergame players by recognising their affective state could enable us to personalise and optimise their experience. Affect recognition based on psychophysiological measurements has been successful for moderate intensity activities. High intensity VR exergames pose challenges as the eff…

SB
Soumya C. Barathi et al.University Of Bath

Reading with the Tongue: Individual Differences Affect the Perception of Ambiguous Stimuli with the BrainPort

There is an increasing interest in non-visual interfaces for HCI to take advantage of the information processing capability of the other sensory modalities. The BrainPort is a vision-to-tactile sensory substitution device that conveys information through electro-stimulation on the tongue. As the tongue is a horizontal…

MR
Mike L. Richardson et al.University Of Bath
Paper TitleAuthorsResearch TopicsPaper DatabaseYear

Squishy, Yet Satisfying: Exploring Deformable Shapes' Cross-Modal Correspondences with Colours and Emotions

Surfaces with deformable and shape-changing properties seek to enhance and diversify tangible interactions with computing systems. However, we currently lack fundamental knowledge and user interface design principles that connect the inherent properties of deformable shapes with our human senses and cognitive associat…

CS
Cameron Steer et al.University Of Bath

Towards an Eye-Brain-Computer Interface: Combining Gaze with the Stimulus-Preceding Negativity for Target Selections in XR

Gaze-assisted interaction techniques enable intuitive selections without requiring manual pointing but can result in unintended selections, known as Midas touch. A confirmation trigger eliminates this issue but requires additional physical and conscious user effort. Brain-computer interfaces (BCIs), particularly passi…

GR
G S Rajshekar Reddy et al.University of Colorado

Watch This! Observational Learning in VR Promotes Better Far Transfer than Active Learning for a Fine Psychomotor Task

Virtual Reality (VR) holds great potential for psychomotor training, with existing applications using almost exclusively a `learning-by-doing' active learning approach, despite the possible benefits of incorporating observational learning. We compared active learning (n=26) with different variations of observational…

IF
Isabel Sophie Fitton et al.University Of Bath

Dancing with the Avatars: Minimal Avatar Customisation Enhances Learning in a Psychomotor Task

Virtual environments can support psychomotor learning by allowing learners to observe instructor avatars. Instructor avatars that look like the learner hold promise in enhancing learning; however, it is unclear whether this works for psychomotor tasks and how similar avatars need to be. We investigated `minimal’ custo…

IF
Isabel Sophie Fitton et al.University Of Bath
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

Feel the Force, See the Force: Exploring Visual-tactile Associations of Deformable Surfaces with Colours and Shapes

Deformable interfaces provide unique interaction potential for force input, for example, when users physically push into a soft display surface. However, there remains limited understanding of which visual-tactile design elements signify the presence and stiffness of such deformable force-input components.…

CS
Cameron Steer et al.University Of Bath

Realism and Field of View Affect Presence in VR but Not the Way You Think

Presence is one of the most studied and most important variables in immersive virtual reality (VR) and it influences the effectiveness of many VR applications. Separate bodies of research indicate that presence is determined by (1) technical factors such as the visual realism of a virtual environment (VE) and the fiel…

CJ
Crescent Jicol et al.University Of Bath

Imagine That! Imaginative Suggestibility Affects Presence in Virtual Reality

Personality characteristics can affect how much presence an individual experiences in virtual reality, and researchers have explored how it may be possible to prime users to increase their sense of presence. A personality characteristic that has yet to be explored in the VR literature is imaginative suggestibility, th…

CJ
Crescent Jicol et al.University Of Bath

Designing and Assessing a Virtual Reality Simulation to Build Resilience to Street Harassment

Street harassment is a widespread problem that can constrain people's freedom to enjoy public spaces safely, along with many other negative psychological impacts. However, very little research has looked at how immersive technology can help in addressing it. We conducted three studies to investigate the design decisio…

CJ
Crescent Jicol et al.University Of Bath

Feeling Colours: Investigating Crossmodal Correspondences Between 3D Shapes, Colours and Emotions

With increasing interest in multisensory experiences in HCI there is a need to consider the potential impact of crossmodal correspondences (CCs) between sensory modalities on perception and interpretation. We investigated CCs between active haptic experiences of tangible 3D objects, visual colour and emotion using the…

AL
Anan Lin et al.University of Bristol

Exploring Asymmetric Roles in Mixed-Ability Gaming

The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving cross-ability access to any of those are often limited in the experience they provi…

DG
David Gonçalves et al.University of Lisbon

Effects of Emotion and Agency on Presence in Virtual Reality

Arguably one of the most important characteristics of virtual reality (VR) is its ability to induce higher feelings of presence. Still, research has remained inconclusive on how presence is affected by human factors such as emotion and agency. Here we adopt a novel design to investigate their effects by testing virtua…

CJ
Crescent Jicol et al.University Of Bath

Affect Recognition using Psychophysiological Correlates in High Intensity VR Exergaming

User experience estimation of VR exergame players by recognising their affective state could enable us to personalise and optimise their experience. Affect recognition based on psychophysiological measurements has been successful for moderate intensity activities. High intensity VR exergames pose challenges as the eff…

SB
Soumya C. Barathi et al.University Of Bath

Reading with the Tongue: Individual Differences Affect the Perception of Ambiguous Stimuli with the BrainPort

There is an increasing interest in non-visual interfaces for HCI to take advantage of the information processing capability of the other sensory modalities. The BrainPort is a vision-to-tactile sensory substitution device that conveys information through electro-stimulation on the tongue. As the tongue is a horizontal…

MR
Mike L. Richardson et al.University Of Bath