We present a first study where we combine two asymetric virtual reality systems for telecollaboration purposes: a CAVE system and a head-mounted display (HMD), using a server-client type architecture. Experiments on a puzzle game in limited time, alone and ...
While Virtual Reality applications attract the attention of developers and business analysts, the behavior of users watching 360-degree videos with Head-Mounted Display (HMD) has still to be understood. This paper introduces a dataset of the head movements ...
Objective: To investigate changes in body ownership and chronic neuropathic pain in patients with spinal cord injury (SCI) using multisensory own body illusions and virtual reality (VR). Methods: Twenty patients with SCI with paraplegia and 20 healthy cont ...
Recent advances in Virtual Reality (VR) technologies have resulted in a wider availability of Head Mounted Displays (HMDs). However, it is still unclear if VR gaming offers a substantial added value to players. For this reason a comparison of gaming experi ...
Teleoperation of an agricultural robotic system requires effective and efficient human-robot interaction. This paper investigates the usability of different interaction modes for agricultural robot teleoperation. Specifically, we examined the overall influ ...
In this paper we evaluate the use of non-planar projections as a means to increase the Field of View (FoV) in embodied Virtual Reality (VR). Our main goal is to bring the virtual body into the user’s FoV and to understand how this affects the virtual body/ ...
Experiencing a body part as one's own, i.e., body ownership, depends on the integration of multisensory bodily signals (including visual, tactile, and proprioceptive information) with the visual top down signals from peripersonal space. Although it has bee ...