Virtual reality (VR) offers opportunities in human-computer interaction research, to embody users in immersive environments and observe how they interact with 3D scenarios under well-controlled environments. VR content has stronger influences on users physical and emotional states as compared to traditional 2D media, however, a fuller...
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June 14, 2022 (v1)Conference paperUploaded on: December 3, 2022
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November 24, 2021 (v1)Conference paper
La création d'un jeu sérieux en réalité virtuelle (VR) implique que les utilisatrices puissent interagir avec l'environnement et qu'elles aient un but bien défini permettant de les exposer à une expérience de jeu. Cela est utile pour divers domaines comme l'éducation ou encore de la réhabilitation. La mise en place d'un scénario de jeu peut...
Uploaded on: December 4, 2022 -
March 16, 2024 (v1)Conference paper
Virtual Reality (VR) technologies enable strong emotions compared to traditional media, stimulating the brain in ways comparable to real-life interactions. This makes VR systems promising for research and applications in training or rehabilitation, to imitate realistic situations. Nonetheless, the evaluation of the user experience in immersive...
Uploaded on: February 11, 2024 -
June 12, 2023 (v1)Conference paper
Virtual Reality (VR) technology enables ``embodied interactions'' in realistic environments where users can freely move and interact, with deep physical and emotional states. However, a comprehensive understanding of the embodied user experience is currently limited by the extent to which one can make relevant observations, and the accuracy at...
Uploaded on: June 24, 2023 -
June 28, 2023 (v1)Publication
Gaze is an excellent metric for understanding human attention. However, research on identifying gaze behaviors saccades, fixations, and smooth pursuits for example for large (i e more than one meter viewing distance), interactive 3D scenes with virtual reality headsets is still in its early stages. The understanding of gaze behaviors is...
Uploaded on: October 11, 2023 -
June 21, 2021 (v1)Conference paper
Virtual reality (VR) places players in immersive environments with which they can interact. This allows players to experience lifelike scenarios in various contexts. However, setting up a scenario in a game can turn out to be a long and complex process for the developer for two main reasons : (1) the large number of different objects composing...
Uploaded on: December 3, 2022 -
2022 (v1)Journal article
Virtual reality (VR) offers extraordinary opportunities in user behavior research to study and observe how people interact in immersive 3D environments. A major challenge of designing these 3D experiences and user tasks, however, lies in bridging the inter-relational gaps of perception between the designer, the user, and the 3D scene. Based on...
Uploaded on: December 3, 2022 -
June 14, 2022 (v1)Conference paper
From a user perspective, immersive content can elicit more intense emotions than flat-screen presentations. From a system perspective,efficient storage and distribution remain challenging, and must consider user attention. Understanding the connection between user attention, user emotions and immersive content is therefore key. In this article,...
Uploaded on: December 3, 2022 -
October 16, 2022 (v1)Conference paper
While immersive media have been shown to generate more intense emotions, saliency information has been shown to be a key component for the assessment of their quality, owing to the various portions of the sphere (viewports) a user can attend. In this article, we investigate the tri-partite connection between user attention, user emotion and...
Uploaded on: December 3, 2022 -
December 2023 (v1)Publication
We present the CREATTIVE3D dataset of human interaction and navigation at road crossings in virtual reality. The dataset has three main breakthroughs: (1) it is the largest dataset of human motion in fully-annotated scenarios (40 hours, 2.6 million poses), (2) it is captured in dynamic 3D scenes with multivariate-gaze, physiology, and...
Uploaded on: February 4, 2024