The use of virtual reality in academic and industrial research has been rapidly expanding in recent years therefore evaluations of the quality and effectiveness of virtual environments are required. The assessment process is usually done through user evaluation that is being measured whilst the user engages with the system. The limitations of this method in terms of its variability and user bias of pre and post-experience have been recognised in the research literature. Therefore, there is a need to design more objective measures of system effectiveness that could complement subjective measures and provide a conceptual framework for the fidelity assessment in VR. There are many technological and perceptual factors that can influence the ove...
Virtual Reality (VR) has as a key feature, the users’ interaction with a virtual environment. Depend...
Virtual Reality (VR) has as a key feature, the users’ interaction with a virtual environment. Depend...
Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume ...
Objective and subjective measures of performance in virtual reality environments increase as more se...
The aim of this study was to evaluate the effect of visual, haptic and audio sensory cues on partici...
© 2020 IEEE. Supporting perceptual-cognitive tasks is an important part of our daily lives. We use r...
Visuo-haptic feedback is an important aspect of virtual reality experiences, with several previous w...
Visuo-haptic feedback is an important aspect of virtual reality experiences, with several previous w...
In the current consumer market, Virtual reality experiences are predominantly generated through visu...
Virtual Reality (VR) is known for its ability to immerse users in a parallel universe. Accordingly, ...
What are the technological bottlenecks in virtual assembly simulations with haptic feedback? To tack...
What are the technological bottlenecks in virtual assembly simulations with haptic feedback? To tack...
We argue that objective fidelity evaluation of virtual environments, such as flight simulation, shou...
We argue that objective fidelity evaluation of virtual environments, such as flight simulation, shou...
Precision tasks are a very important part of virtual reality (VR). There are a wide variety of scena...
Virtual Reality (VR) has as a key feature, the users’ interaction with a virtual environment. Depend...
Virtual Reality (VR) has as a key feature, the users’ interaction with a virtual environment. Depend...
Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume ...
Objective and subjective measures of performance in virtual reality environments increase as more se...
The aim of this study was to evaluate the effect of visual, haptic and audio sensory cues on partici...
© 2020 IEEE. Supporting perceptual-cognitive tasks is an important part of our daily lives. We use r...
Visuo-haptic feedback is an important aspect of virtual reality experiences, with several previous w...
Visuo-haptic feedback is an important aspect of virtual reality experiences, with several previous w...
In the current consumer market, Virtual reality experiences are predominantly generated through visu...
Virtual Reality (VR) is known for its ability to immerse users in a parallel universe. Accordingly, ...
What are the technological bottlenecks in virtual assembly simulations with haptic feedback? To tack...
What are the technological bottlenecks in virtual assembly simulations with haptic feedback? To tack...
We argue that objective fidelity evaluation of virtual environments, such as flight simulation, shou...
We argue that objective fidelity evaluation of virtual environments, such as flight simulation, shou...
Precision tasks are a very important part of virtual reality (VR). There are a wide variety of scena...
Virtual Reality (VR) has as a key feature, the users’ interaction with a virtual environment. Depend...
Virtual Reality (VR) has as a key feature, the users’ interaction with a virtual environment. Depend...
Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume ...