COLUMN: Letter from the editors
Toward practical and high-fidelity user digitization in extended reality environments
By Karan Ahuja, October 2022
By Karan Ahuja, October 2022
By Bala Thoravi Kumaravel, October 2022
In a future where we replace our smartphones and notebooks with mixed reality headsets, the way we create user interfaces will change drastically. Future interfaces will need to adapt automatically to users' context, guided by optimization-based methods and machine learning, to become beneficial for end-users.
By David Lindlbauer, October 2022
This article reviews the significant growth in XR tools research over the past few years. It first identifies key dimensions to consider when assessing XR tools, then presents trends in XR research along these dimensions. The author concludes with three wishes for future research to foster the design of new XR authoring tools.
By Michael Nebeling, October 2022
How can we trigger the process of digital embodiment and corporeality in human-robot collaboration through extended reality and digitally enhanced environments?
By Daniela Mitterberger, October 2022
Using sound to levitate objects for creating displays that can deliver visual, auditory, tactile, and gustatory experiences.
By Ryuji Hirayama, Sriram Subramanian, October 2022
In another decade smart glasses, and the networked infrastructure that will make them possible, will fundamentally alter all that we know. It is hard to fully anticipate the impact of such a profound change, but we can make a few predictions.
By Ken Perlin, October 2022
By Jasmine DeHart, October 2022
Players envision how the future design of location-based games can support exploration, socializing, and improving physical and mental health in the post-pandemic new normal.
By Arpita Bhattacharya, Jin Ha Lee, Jason C. Yip, Julie A. Kientz, January 2022
More and more interactive systems accompany us when we engage in physical activity. But can technologies actually make sports more fun? Or perhaps we will become better at sports through technology?
By Paweł W. Woźniak, Pascal Knierim, Matthias Hoppe, July 2019
This article reviews recent developments in superhuman sports with regard to extending the human body and augmenting the playing field, and gives an outlook on future research directions.
By Kai Kunze, Stephan Lukosch, July 2019
We have come a long way since the late 1970s, when virtual reality technology was in its infancy. With an array of new VR technologies in the market, what might be the future impact on our daily lives?
By Diego Martinez Plasencia, November 2015
Now that virtual reality headsets are finally reaching the wider consumer market, how can we merge the physical and virtual worlds to create a unified multi-sensory experience?
By Adalberto L. Simeone, Eduardo Velloso, November 2015
Leveraging the user's own muscles to simulate impact and forces from a virtual reality world allows us to create more immersive experiences without bulky equipment.
By Pedro Lopes, Alexandra Ion, Robert Kovacs, November 2015
Virtual reality users are torn between the real and virtual worlds. Determining how, and when, to show elements of reality in a virtual view is key to providing usable VR experiences.
By Daniel Boland, Mark McGill, November 2015
If the physical side effects associated with virtual reality are not managed, the widespread adoption of VR may come to a halt.
By Lisa Rebenitsch, November 2015
The next wave of virtual reality technology might turn to light field displays to solve a dizzying problem.
By Robert Konrad, November 2015
Virtual reality is helping rescue teams prepare for emergency situations in places they could never ordinarily go, like collapsed mines deep underground.
By Alain Boulay, November 2015
By Adrian Scoică, November 2015
By Andrea Stevenson Won, November 2015
By Adrian Scoică, December 2013
By Yanru Zhang, Michael Weiss, September 2003
By Christopher M. Smith, April 1997
Virtual Reality hype is becoming a large part of everyday life. This paper explores the components of actual virtual reality systems, critiquing each in terms of human factors. The hardware and software of visual, aural, and haptic input and feedback are considered. Technical and human factor difficulties are discussed and some potential solutions are offered.
By Lynellen D. S. Perry, Christopher M. Smith, Steven Yang, April 1997