yusuke1997/dblp-id-title huggingface dataset:
Do virtual reality head-mounted displays make a difference? A comparison of presence and self-efficacy between head-mounted displays and desktop computer-facilitated virtual environments
Exposure to an unpleasant odour increases the sense of Presence in virtual reality
The affordances and constraints of mathematics tutoring in immersive, collaborative, and dynamic virtual reality environments
Objective agency measurement of different hand appearances in virtual reality with intentional binding
VR-based edutainment
A Multi-user Cross-platform hands-on virtual lab within the Metaverse - the case of machining training
Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverse
The effect of VR on fine motor performance by older adults: a comparison between real and virtual tasks
How to trigger user's willingness to participate in the metaverse? An exploration of the significant factors of the metaverse
Full body video-based self-avatars for mixed reality: from E2E system to user study
Relating conversational expressiveness to social presence and acceptance of an assistive social robot
Using narrative 360° video as a tool to promote breast self-examination
Interaction design studio learning in virtual worlds
Hands-free multi-type character text entry in virtual reality
Correction to: Acceptance and use of virtual reality games: an extension of HMSAM
Lessons learned from supplementing archaeological museum exhibitions with virtual reality
Design and implementation of medical training simulators
Ophthalmoscopic examination training using virtual reality
Designing virtual environments for attitudes and behavioral change in plastic consumption: a comparison between concrete and numerical information
Computerized spatial language generation for object location
Exploring the effect of an augmented reality literacy programme for reading and spelling difficulties for children diagnosed with ADHD
Virtual reality in the management of hematophobia in hospital settings: impact on anxiety reduction
Wii remote-based low-cost motion capture for automated assembly simulation
Analysis of translation gains in virtual reality: the limits of space manipulation
Into the spiderverse: validation of a behavioral avoidance test in virtual reality for assessing spider phobia
From virtual to physical environments when judging action opportunities: are diagnostics and trainings transferable?
Obstacle avoidance of physical, stereoscopic, and pictorial objects
Examining the impact of VR and MR on future teachers' creativity performance and influencing factors by scene expansion in instruction designs
Behavioural intentions of using virtual reality in learning: perspectives of acceptance of information technology and learning style
A scoping review of the use of lab streaming layer framework in virtual and augmented reality research
Context-awareness in wearable and ubiquitous computing
Grasp programming by demonstration in virtual reality with automatic environment reconstruction
Exploiting fashion x-commerce through the empowerment of voice in the fashion virtual reality arena
A systematic review of wearable biosensor usage in immersive virtual reality experiences
Validity of primary driving tasks in head-mounted display-based driving simulators
Evaluation of an electronic video game for improvement of balance
Effects of first- and third-person perspectives created using a head-mounted display on dart-throwing accuracy
Nonverbal behavior of interviewers influences the competence ratings of observers in recruitment interviews: a study investigating social influence using 360-degree videos with virtual reality and 2D screen displays
Predicting user visual attention in virtual reality with a deep learning model
Efficient social distance maintenance with augmented reality
When brands come to life: experimental research on the vividness effect of Virtual Reality in transformational marketing communications
Self-conversation with a sporting celebrity enhances later physical exercise: an exploratory study
Erratum to: New wireless connection between user and VE using speech processing
Gesture-based interactive augmented reality content authoring system using HMD
VRainSUD: content validation of a cognitive training program using the Delphi method
Metaverse and XR for cultural heritage education: applications, standards, architecture, and technological insights for enhanced immersive experience
A micro-expression recognition algorithm based on feature enhancement and attention mechanisms
Pace-sync shoes: intuitive walking-pace guidance based on cyclic vibro-tactile stimulation for the foot
The effectiveness of virtual reality with or without head-mounted displays: focusing on the role of spatial presence and immersive tendency for responding to particulate matter
Effects of fully immersive virtual reality on gait rehabilitation in subacute stroke patients: a randomized controlled trial
Attachment and sense of presence in a virtual environment
Integrating immersive 360-degree virtual reality into medical education: enhancing clinical decision-making in obstetric emergencies
Virtual reality in vestibular assessment and rehabilitation
Two-handed tangible interaction techniques for composing augmented blocks
Structure and motion in urban environments using upright panoramas
A novel multimodal interface for improving visually impaired people's web accessibility
A review of distributed architectures for networked virtual reality
A methodology for the evaluation of travel techniques for immersive virtual environments
Development and testing of a virtual reality-based gait analysis tool-a pilot study
Segmentation influences learning: a study of knowledge acquisition through virtual reality and 2D video with airport security screeners
Home-based immersive virtual reality physical rehabilitation in paediatric patients for upper limb motor impairment: a feasibility study
Experiential learning through virtual reality by-proxy
A systematic review of techniques and clinical evidence to adopt virtual reality in post-stroke upper limb rehabilitation
Pointing in the third-person: an exploration of human motion and visual pointing aids for 3D virtual mirrors
Development of a customizable interactions questionnaire (CIQ) for evaluating interactions with objects in augmented/virtual reality
Pressure-sketch: a tablet-based design system in immersive VR
Reductions in sickness with repeated exposure to HMD-based virtual reality appear to be game-specific
Effectiveness of immersive virtual reality in teaching empathy to medical students: a mixed methods study
Measuring presence with verbal versus pictorial scales: a comparison between online- and ex post-ratings
Real-time infinite horizon tracking with data fusion for augmented reality in a maritime operations context
Co-presence, collaboration, and control in environmental studies
Teleporting through virtual environments: benefits of navigational feedback and practice
Computer-automated ergonomic analysis based on motion capture and assembly simulation
Do we see rendered surface materials differently in virtual reality? A psychophysics-based investigation
A feasible group testing framework for producing usable virtual reality learning applications
Effects of coordinate system and position of AR notification while walking
Creating natural language interfaces to VR systems
Sensory cue integration of visual and vestibular stimuli: a case study for 4D rides
Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training
Multi-user mixed reality system 'Gulliver's World': a case study on collaborative edutainment at the intersection of material and virtual worlds
Encoding immersive sessions for online, interactive VR analytics
Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning
Mixed reality system for nondestructive evaluation training
The effect of wearing a head-mounted display on the boundaries of the cervical range of motion based on perceived comfort in a static posture
An investigation into the modelling of virtual objects with sound vibration properties
Leading presence-based strategies to manipulate user experience in virtual reality environments
The Visible Human ® at the University of Colorado 15 years later
Visual immersive haptic mathematics
Approximate dynamic global illumination for VR
Surgical navigation system for brachytherapy based on mixed reality using a novel stereo registration method
Virtual reality for the assessment and rehabilitation of neglect: where are we now? A 6-year review update
Optimized virtual reality-based Method of Loci memorization techniques through increased immersion and effective memory palace designs: a feasibility study
Real and perceived feet orientation under fatiguing and non-fatiguing conditions in an immersive virtual reality environment
Efficacy analysis of psychomotor impairment using virtual reality-based exergames for rehabilitation of congenital hemiplegic cerebral palsy children
A VR-based volumetric medical image segmentation and visualization system with natural human interaction
Kinesthetic interactions in museums: conveying cultural heritage by making use of ancient tools and (re-) constructing artworks
Altered functional connectivity of the hippocampus with the sensorimotor cortex induced by long-term experience of virtual hand illusion
Comparing the roles of 3D representations in audio and audio-visual collaborations
Predicting motor behavior: an efficient EEG signal processing pipeline to detect brain states with potential therapeutic relevance for VR-based neurorehabilitation
The gain and pain in taking the pilot seat: learning dynamics in a non immersive virtual solar system
The restorative and state enhancing potential of abstract fractal-like imagery and interactive mindfulness interventions in virtual reality
Efficacy of adaptive cognitive training through desktop virtual reality and paper-and-pencil in the treatment of mental and behavioral disorders
Individual differences in processing multisensory information predict presence in different virtual reality environments
Effectiveness of virtual reality exposure treatment for posttraumatic stress disorder due to motor vehicle or industrial accidents
The potential of using virtual reality-based self-paced treadmill to assess road-crossing safety and self-evaluation with traumatic brain injuries: a series case study
Virtual reality in the e-Society
A hybrid 2D-3D tangible interface combining a smartphone and controller for virtual reality
Immersive virtual reality for improving cognitive deficits in children with ADHD: a systematic review and meta-analysis
Comparing methods for numerical input in immersive virtual environments
Planting trees in the metaverse changes self-identity and improves pro-environmental interests and attitudes towards the physical world
Exploring working memory across aging using virtual reality
The impact of fantasy on young children's recall: a virtual reality approach
ImproVisAR: designing augmented reality piano roll for teaching improvisation
MAS Dynamics on Stage
FreesoundVR: soundscape composition in virtual reality using online sound repositories
Using virtual reality to explore the effect of multimodal alarms on human emergency evacuation behaviors
Interaction with co-located haptic feedback in virtual reality
Co-located (multi-user) virtual rehabilitation of acquired brain injury: feasibility of the Resonance system for upper-limb training
Acceptance of dance training system based on augmented reality and technology acceptance model (TAM)
Linking GIS with real-time visualisation for exploration of landscape changes in rural community workshops
Effects of dynamic field-of-view restriction on cybersickness and presence in HMD-based virtual reality
Estimating cybersickness from virtual reality applications
ARLexic game: an augmented reality-based serious game for training of dyslexic and dysgraphic children
Fast and stable simulation of virtual water scenes with interactions
The underestimation of speed perception while walking in virtual reality with bodyweight unloading
Spectrum-based synthesis of vibrotactile stimuli: active footstep display for crinkle of fragile structures
Head-locked, world-locked, or conformal diminished-reality? An examination of different AR solutions for pedestrian safety in occluded scenarios
Exploring the viability of Virtual Reality as a teaching method for knee aspiration
Quantitative evaluation of visual guidance effects for 360-degree directions
Landmine detection training simulation using virtual reality technology
Fear and loathing in VR: the emotional and physiological effects of immersive games
Construction and effect of relationships with agents in a virtual reality environment
Neurophysiological and subjective responses to a virtual downhill cycling exercise
Perspective matters: a systematic review of immersive virtual reality to reduce racial prejudice
A virtual classroom can elicit teachers' speech characteristics: evidence from acoustic measurements during in vivo and in virtuo lessons, compared to a free speech control situation
Bringing the field into the lab: a novel virtual reality outdoor march simulator for evaluating cognitive and physical performance
Using virtual reality to train infection prevention: what predicts performance and behavioral intention?
Change gently: an agent-based virtual interview training for college students with great shyness
Concert experiences in virtual reality environments
An efficient posture recognition method using fuzzy logic
Promoting eco-driving behavior through multisensory stimulation: a preliminary study on the use of visual and haptic feedback in a virtual reality driving simulator
Eye Tracking in Virtual Reality: a Broad Review of Applications and Challenges
Towards socialVR: evaluating a novel technology for watching videos together
Using 360-degree immersive videos to assess multiple transdiagnostic symptoms: A study focusing on fear of negative evaluation, paranoid thoughts, negative automatic thoughts, and craving
Using virtual reality for professional training practices: exploring the factors of applying stereoscopic 3D technologies in knowledge transfer
An electromyogram-based tapping gesture model with differentiated vibration feedback by low-fidelity actuators
Locating virtual sound sources at arbitrary distances in real-time binaural reproduction
Measuring virtual experience in a three-dimensional virtual reality interactive simulator environment: a structural equation modeling approach
Processing presence: how users develop spatial presence through an immersive virtual reality game
Unrealgensyn: a framework for generating synthetic videos of Unfrequent human events
Revolutionizing safety training: enhancing safety knowledge acquisition, retention, and user experience with adaptive VR-LLM integration
Tadpole VR: virtual reality visualization of a simulated tadpole spinal cord
Virtual risks: Rich domain risk and technology transfer failure as design criteria in the Sheffield Knee Arthroscopy Trainer (SKATS)
Usability and user expectations of a HoloLens-based augmented reality application for learning clinical technical skills
Social MediARverse: investigating users' social media content sharing and consuming intentions with location-based AR
Investigation of spatial ability test completion times in virtual reality using a desktop display and the Gear VR
Polyhedral Objects Metamorphosis Using Convex Decomposition and Morphology
Intersecting realms: a cross-disciplinary examination of VR quality of experience research
Toward next generation mixed reality games: a research through design approach
Like a human: The social facilitation/inhibition effect in presence of a virtual observer depends on arousal
Effectiveness of information modality in virtual reality tutorials
Special issue on 'Interacting with desktop virtual environments: Perception and navigation'
Not just a game: the effect of active versus passive virtual reality experiences on anxiety and sadness
An evaluation of a virtual atlas of portion sizes (VAPS) mobile augmented reality for portion size estimation
A questionnaire for measuring presence in virtual environments: factor analysis of the presence questionnaire and adaptation into Brazilian Portuguese
Application of immersive technologies and natural language to hyper-redundant robot teleoperation
Performance prediction at single-action level to a first-person shooter video game
A haptic-feedback virtual reality system to improve the Box and Block Test (BBT) for upper extremity motor function assessment
Kinematics of aimed movements in ecological immersive virtual reality: a comparative study with real world
Special issue editorial
Emotional responses to watching and touching 3d emotional face in a virtual environment
PublicVR: a virtual reality exposure therapy intervention for adults with speech anxiety
An augmented reality application for improving shopping experience in large retail stores
Aesthetic judgments of 3D arts in virtual reality and online settings
Virtual reality software package for implementing motor learning and rehabilitation experiments
A comparative evaluation of viewing metaphors on psychophysical skills education in an interactive virtual environment
Relaxmr: a mixed reality-based semi-physical high-fidelity digital human massage system
Cinemacraft: exploring fidelity cues in collaborative virtual world interactions
Developing semantic VR-shops for e-Commerce
Revisiting affordance perception in contemporary virtual reality
Analysis of the user experience (On site vs. Virtual Reality) through biological markers and cognitive tests in museums: the case of Museo Cristo de la Sangre (Murcia, Spain)
Users' psychophysiological, vocal, and self-reported responses to the apparent attitude of a virtual audience in stereoscopic 360°-video
Cybersickness and sense of presence as predictors of VR task performance in individuals with and without Post-COVID-19 condition
Application of short and long-term virtual reality training for visuospatial memory development in amateur e-athletes
Experiences in mixed reality-based collocated after action review
"Making it real": exploring the potential of augmented reality for teaching primary school science
Effect of avatar stylization and facial expression intensity in virtual interactions
Tracking and co-location of global point clouds for large-area indoor environments
The sentiment of a virtual rock concert
Identifying physiological correlates of cybersickness using heartbeat-evoked potential analysis
Exploring the design space of eyes-free target acquisition in virtual environments
Haptic virtual reality and immersive learning for enhanced organic chemistry instruction
The efficacy of adaptive training in immersive virtual reality for a fine motor skill task
The impact of the input interface in a virtual environment: the Vive controller and the Myo armband
NAVIG: augmented reality guidance system for the visually impaired - Combining object localization, GNSS, and spatial audio
A comparison of guidance cues in desktop virtual environments
Specification and evaluation of level of detail selection criteria
Editorial: themed issue on enhanced educational experience in virtual and augmented reality
Virtual reality based rehabilitation in adults with chronic neck pain: a systematic review and meta-analysis of randomized clinical trials
Games development in VRML
Confucius Computer: bridging intergenerational communication through illogical and cultural computing
The road to surgical simulation and surgical navigation
Reducing the gap between Augmented Reality and 3D modeling with real-time depth imaging
Evaluation of the novelty effect in immersive Virtual Reality learning experiences
Developing vibrotactile haptic stimuli based on measured human capabilities
The implementation and evaluation of a virtual haptic back
Controlling camera movement in VR colonography
Review on cybersickness in applications and visual displays
Fooling the size-weight illusion - Using augmented reality to eliminate the effect of size on perceptions of heaviness and sensorimotor prediction
Glove Based User Interaction Techniques for Augmented Reality in an Outdoor Environment
Comparing virtual reality-based simulation, booklet-based and standard preparation methods for pediatric magnetic resonance imaging (MR-VR): study protocol for a randomized clinical trial
The way of water: exploring the role of interaction elements in usability challenges with in-car VR experience
On the validity of virtual reality-based auditory experiments: a case study about ratings of the overall listening experience
Move your virtual body: differences and similarities in brain activation patterns during hand movements in real world and virtual reality
Multi-modal virtual environments for education with haptic and olfactory feedback
Enhancing mirror therapy via scaling and shared control: a novel open-source virtual reality platform for stroke rehabilitation
A Synthetic Actor model for long-term computer games
Physiological and psychological health effects of a mobile VR-based mindfulness breathing meditation with integrated biofeedback: a replication study
A review of cybersickness in head-mounted displays: raising attention to individual susceptibility
The value of being there: toward a science of immersive virtual field trips
The benchmark framework and exploratory study to investigate the feasibility of 360-degree video-based virtual reality to induce a full body illusion
Verification of the possibility and effectiveness of experiential learning using HMD-based immersive VR technologies
Relaxing in virtual reality: one synthetic agent relaxes all
Investigating musical pitch-colour associations in immersive virtual reality environments
Effects of steering locomotion and teleporting on cybersickness and presence in HMD-based virtual reality
Computer games
Physics-based virtual reality for task learning and intelligent disassembly planning
A narrative review of immersive virtual reality's ergonomics and risks at the workplace: cybersickness, visual fatigue, muscular fatigue, acute stress, and mental overload
Examining the potential of VR program Tilt Brush in reducing anxiety
Is virtual reality head-mounted display accepted by coaches to enhance sport performance?
HapMotion: motion-to-tactile framework with wearable haptic devices for immersive VR performance experience
The impact of visual and auditory distractions on the performance of neurodiverse students in virtual reality (VR) environments
Exploring the impact of virtual reality on museum experiences: visitor immersion and experience consequences
Immersive virtual reality as physical therapy in older adults: present or future (systematic review)
Industry use of virtual reality in product design and manufacturing: a survey
Special issue on spatial sound in virtual, augmented, and mixed-reality environments
Assessment of prospective memory after stroke utilizing virtual reality
OpenTracker: A flexible software design for three-dimensional interaction
Assessing the learning and transfer of gaze behaviours in immersive virtual reality
Levitation experience in virtual reality
RTIL-system: a Real-Time Interactive L-system for 3D interactions with virtual plants
A conversational agent to help navigation and collaboration in virtual worlds
Using a virtual environment to assess cognition in the elderly
Virtual reality in academic English writing: exploring factors influencing abstract knowledge learning
UnrealROX: an extremely photorealistic virtual reality environment for robotics simulations and synthetic data generation
Comparison of gaze accuracy and precision in real-world and virtual reality
Augmented reality-based border management
Human-machine integration based augmented reality assisted wire-bending training system for orthodontics
The use of virtual reality in human training: trends and a research agenda
Adoption of immersive-virtual reality as an intrinsically motivating learning tool in parasitology
Haptic rendering for the coupling between fluid and deformable object