
Rett syndrome (RTT) is a rare neurodevelopmental disorder that severely impairs motor and cognitive functions, posing significant challenges for rehabilitation. This paper presents Virtual Room 2.0, a non-immersive Virtual Reality (VR) exergame designed to promote upper limb rehabilitation in RTT patients through engaging, interactive exercises. The system is based on marker-less body tracking obtained via a stereo camera, which allows its use in non-laboratory environments, such as homes and day centers. A 40-session, 10-week training protocol was conducted to assess the system’s effectiveness, involving 10 RTT patients of different ages and clinical stages. Motion data were collected and analyzed to assess improvements in reaching movements. Results indicate a positive trend in upper limb function as well as increased motivation and engagement, confirming the potential of non-immersive VR-based rehabilitation for RTT patients.
The OST-NEDs technology still faces major challenges—particularly, the ghosting effect, in which virtual objects appear semi-transparent against the background due to additive optics. This compromises depth perception, occlusion cues, and overall visual realism [2] .
In virtual reality (VR) environments, users often face limitations in spatial awareness and object localization, particularly for elements outside their immediate field of view. This study investigates how audiovisual spatial coherence affects spatial perception efficacy in VR, comparing the subjective and objective impacts of different spatial audio modalities. We conducted a controlled experiment with 24 participants performing object detection tasks under three conditions: 5.1.4 surround sound, binaural spatial audio, and traditional 2D audio. Our analysis encompassed omnidirectional, rear-space, and overhead target scenarios to comprehensively evaluate spatial perception performance. To enable precise 5.1.4 spatial audio implementation, we developed a custom ASIO-based audio system integrated with Unity for accurate multi-channel rendering. Results demonstrate that both spatial audio systems significantly improved object detection accuracy and reduced response times compared to 2D audio, with 5.1.4 spatial audio showing superior performance in challenging spatial conditions. Head movement analysis revealed that spatial audio significantly improved user attention allocation, while subjective evaluations indicated advantages of 5.1.4 spatial audio in comfort and reduced fatigue. These findings provide empirical evidence for the critical role of audiovisual coherence in VR spatial perception and offer practical insights for optimizing immersive experiences through appropriate spatial audio implementation.
As extended reality (XR) technologies become increasingly integrated into workplace environments, ethical and human centered design considerations grow more critical for society. Fictional narratives such as Psycho-Pass, Detroit: Become Human, and Black Mirror provide illustrations of artificial intelligence (AI) integrated systems that adapt to context, sense emotions, and mediate human behavior. Drawing on these speculative sources, this paper seeks to propose a framework of ethical design strategies for XR workplaces in three domains: adaptive interfaces, multimodal feedback, and embodied cognitive support. By bridging fiction and design, the paper advocates for emotionally responsive systems that enhance user agency and well-being while avoiding the pitfalls of surveillance, overload, and autonomy mismanagement. The goal is to reframe dystopian warnings into constructive guidelines that promote inclusive, trustworthy, and sustainable XR work environments.
We present GenLinguaScape, an adaptive system for communicative language teaching that uses generative AI to create immersive, customisable practice scenarios. In a formative study with six participants, three English learners and three language-teaching specialists, we explored user experience, perceived learning value and avenues for system improvement.
This paper proposes a portal method that enables users to grab nearby objects and place them at a distance, in contrast to existing approaches that focus solely on selecting and manipulating distant objects. This is achieved by introducing a secondary viewport that allows both precise object handling and post-placement adjustments. Through a user study (n=54), we compared our approach against HOMER across three experimental tasks at three distances (3m, 6m, and 9m): a multi-directional tapping task, a six-degree-of-freedom docking task, and a color brick tower assembly task. Results demonstrate that our method significantly outperforms the baseline settings in terms of selection time, error rates, task completion rates, and cognitive demand, with the performance gap widening as distance increases.
We present a multispectral extension to 3D Gaussian Splatting (3DGS) for wavelength-aware view synthesis. Each Gaussian is augmented with spectral radiance, represented via per-band spherical harmonics, and optimized under a dual-loss supervision scheme combining RGB and multispectral signals. To improve rendering fidelity, we perform spectral-to-RGB conversion at the pixel level, allowing richer spectral cues to be retained during optimization. Our method is evaluated on both public and self-captured real-world datasets, demonstrating consistent improvements over the RGB-only 3DGS baseline in terms of image quality and spectral consistency. Notably, it excels in challenging scenes involving translucent materials and anisotropic reflections. The proposed approach maintains the compactness and real-time efficiency of 3DGS while laying the foundation for future integration with physically based shading models.
This study explores the development and evaluation of a virtual reality-based application (VR) designed to reduce stress among university students. The application offers four relaxation scenarios: a cognitive-behavioral reflection session, Jacobson's progressive muscle relaxation, laughter therapy, and an interactive, movement-based distraction scenario. The design process included a survey and a participatory research workshop to align the content with users' preferences. After usability testing and subsequent refinement, the application was evaluated in a controlled study with 82 students. Participants selected one scenario and completed the STAI questionnaire before and after the session to assess stress reduction. User experience was measured with the VRSUQ. Following the controlled evaluation, the application was deployed on campus for three months, allowing for naturalistic observation. Data on usage frequency, session duration, and self-reported mood were collected. Results showed a significant decrease in stress levels and high user satisfaction, highlighting the potential of VR as an effective tool for enhancing student well-being and stress management.
MemoGlove introduces a new interaction paradigm for capturing, storing, and re-experiencing haptic memory in Extended Reality (XR). Unlike conventional XR systems that prioritize static visual and spatial data, MemoGlove centers on haptic traces—the dynamic, embodied ways users explore and engage with their surroundings through touch. This framework enables not only the reconstruction of object geometry, but also the preservation of the sequential tactile experience itself as a form of memory.To support this interaction, we developed a working prototype: a lightweight pneumatic glove embedded with pressure sensors, paired with Quest 3 hand tracking and a Unity-based XR environment. When users touch an object, the system begins collecting spatial data and logs the pressure and motion data as XR haptic traces, which can later be physically replayed via pneumatic actuators in the glove.We demonstrate MemoGlove’s potential through scenarios such as education, where a coach’s tactile interaction can be experienced by a student in XR. Preliminary feasibility tests suggest that our approach enables intuitive capture and playback of haptic XR experiences, raising user awareness of subtle interaction patterns and supporting recall and reflection on prior moments. We offer this design as a starting point for rethinking how interaction, memory, and touch converge in future XR systems.
Immersive technologies, including Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), have shown considerable promise in the field of rehabilitation, offering innovative solutions for enhancing both motor and cognitive recovery. These technologies provide unique opportunities for personalized therapy, allowing patients to participate in interactive and adaptive exercises that promote healing in a controlled environment. This work aims to explore the integration of XR technologies in rehabilitation, particularly for patients recovering from brain injuries, stroke, and neurological disorders. It has 2 parts: 1) SWOT analysis of articles 2) A systematic literature review was conducted to examine the current applications, methodologies, technologies, and devices used in immersive rehabilitation programs. Relevant studies were identified through comprehensive searches in scientific databases, such as Google Scholar, Wiley, PubMed, IEEE Xplore, Springer, and ScienceDirect. The findings indicate that VR-based rehabilitation is widely adopted for motor skill recovery, while AR and MR are emerging as powerful tools to improve cognitive therapy and provide real-time feedback. The review also highlights the challenges and limitations of XR technologies in rehabilitation, such as the need for specialized equipment and the lack of long-term efficacy studies. Despite these challenges, the results suggest that immersive technologies can significantly enhance patient engagement, reduce recovery times, and offer a more accessible approach to rehabilitation. The review identifies future research directions for XR technologies to reshape the rehabilitation landscape. (Fig. 1)
The vision of the Industrial Metaverse comprises integration of the physical and the virtual world and collaboration of multiple disciplines within and across companies as they are working in value creating networks [1],[2]. Vertical and horizontal integration-even beyond the borders of companies-poses new challenges for extended reality (XR) working environments. However, the Industrial Metaverse era also opens new potential for wider application of XR technology.This position paper discusses these two sides of the same medal and hints to research directions needing further exploration in the future to make XR workplaces an integral part of the Industrial Metaverse era.
Virtual reality (VR) has gained significant attention in recent years as a potential tool to improve interview skills for employment. Interviewees facing challenges during the job application process, especially those with high anxiety, can benefit from VR-based training platforms that simulate interview scenarios. We investigated the integration of VR avatar design and Generative Artificial Intelligence (GAI) in the context of annual performance reviews (APR). The study evaluated user experiences across three APR settings: a face-to-face APR without VR, a realistic AI-enabled avatar in a VR environment, and a stylised AI-enabled avatar in a VR environment. The VR avatars were connected to a GAI system, which facilitated audio-based interactions during the APR process.A within-subject experiment involving 20 participants compared these settings through questionnaires, assessing system usability, sense of presence, ease of self-disclosure, intimacy, stress levels and acceptance of opinions. The results showed that in-person APR was preferred for self-disclosure, intimacy, and acceptance of opinions during the performance evaluation. VR APRs with realistic and stylised avatars received positive usability feedback and were favoured for reducing stress and pressure. Participants provided qualitative feedback emphasising the need to improve the VR avatars’ responses, facial expressions, and eye contact.The findings suggest that VR APR systems hold promise as an alternative or complementary approach to traditional methods, offering potential benefits such as reducing stress for employees during performance evaluations.
Stroke remains a leading cause of long-term disability worldwide, affecting millions of people each year. While rehabilitation has proven benefits in improving quality of life, traditional approaches still face some limitations. One overlooked challenge is the extended periods of isolation that survivors experience at rehabilitation settings, which operate at or beyond capacity. When not actively engaged in therapy, survivors often spend hours alone, without meaningful interaction, emotional support, or cognitive engagement. These isolated moments can lead to reduced motivation, emotional disengagement, and even depression, hindering the effectiveness of rehabilitation and slowing recovery. This position paper proposes the integration of eXtended Reality (XR) and a robotic companion to support stroke survivors during their isolated periods. The aim is to provide personalized, engaging, and socially enriched rehabilitation experiences, even in the absence of direct supervision. By leveraging immersive environments and robotic interactions, this approach seeks to enhance empathy, transforming downtime into active and more meaningful recovery time, while also fostering a sense of social interaction and belonging that is often missing. The level of presence/companionship offered is twofold: the assistive robotic brings a tangible, physical sense of support, while XR technology can overlay meaningful digital content into the environment, stimulating interaction, evoking emotional responses, and reinforcing the feeling of not being alone during the rehabilitation journey. The paper outlines the rationale behind this approach, potential benefits, and directions for future implementation and study.
The Grand Canal has played an important role in Chinese history, facilitating trade and cultural exchange. Cultural institutions have endeavored to enhance public awareness of the cultural protection of the Grand Canal through digital means, but there are no effective means to stimulate public interest and communicate cultural knowledge yet. In this paper, we introduce Trajectory of Relics, a virtual reality (VR) exploration game for cultural learning and visits with the natural and cultural heritage, "Grand Canal", through interactive narratives in time travel. User test result demonstrates that our design has significantly enhanced the cultural engagement, experience and dissemination through interactions and narratives, shifting into a new paradigm for cultural inheritance.
Chromoria VR is a virtual reality (VR) coloring application designed to promote psychological relaxation through interactive 3D creative engagement. EEG and PPG data collected before and after the experience were analyzed for 30 adult participants. Results showed a significant decrease in heart rate and brain stress, along with an increase in brain score and concentration. These findings suggest that creative coloring activity in a virtual environment can positively influence emotional relaxation and concentration.
Virtual Reality (VR) offers deep immersion and enhances user focus and productivity, making it a promising next-generation platform for productivity tools. At the same time, this immersion can lead to "time compression," causing users to underestimate session duration and resulting in prolonged exposure, fatigue, and discomfort. To explore how time management tools can support productive and healthy VR work, we preliminarily compared physical and VR-integrated Pomodoro timers. We identified a key design trade-off: the VR timer improved time awareness but introduced distractions, while the physical timer supported sustained focus yet caused discomfort due to abrupt alerts and limited continuous awareness. Based on these findings, we propose VRodoro, an ambient VR Pomodoro timer that subtly communicates session progress through natural environmental transitions, aiming to balance immersive continuity with unobtrusive time awareness.
The earthquakes occur in several places worldwide, leading to victims getting trapped inside the collapsed buildings. They might be rescued after a specific period. However, their time spent inside the debris could lead to mental fatigue. We did a user survey, and it was found that people feel disturbed when they see a collapsed building. Therefore, considering this scenario, we provide a trapped experience in virtual reality headsets in this work. We record their behavior during the experiment along with the audio data (think-aloud protocol). Finally, behavioral sequence and verbal protocol analyses are done on the collected data. The results are presented in this work, along with a detailed analysis.
This project paper suggests the direction and initial design of a research project aimed at exploring the ceiling height and spatial sharing methods that influence a user’s cognitive load during interactions within an Extended Reality (XR) environment. The project aims to analyze cognitive responses elicited by user interactions within an ’XR shared space,’ where multiple users share each other’s spaces. This analysis will inform the establishment of spatial design guidelines that can optimize the user experience and enhance cognitive efficiency. This study will collect interaction data generated from the combinations of ceiling height (e.g., low ceiling, high ceiling, open ceiling) and spatial sharing methods (e.g., portal, overlay) of the shared space. These data will be used to analyze the correlation between cognitive load and design elements of the XR shared space. This research is expected to identify the optimal conditions for a shared space that minimize users’ cognitive load in XR-based multiplayer space-sharing scenarios.
Virtual reality (VR) systems for guiding remote physical tasks typically require object poses to be specified in absolute world coordinates. However, many of these tasks only need object poses to be specified relative to each other. Thus, supporting only absolute pose specification can create inefficiencies in giving or following task guidance when unnecessary constraints are imposed. We are developing a VR task-guidance system that avoids this by enabling relative 6DoF poses to be specified within subsets of objects. We describe our user interface, including how geometric relationships are specified and several ways in which they are visualized, and our plans for validating our approach against existing techniques.