
In this paper, we explore how varying degrees of Substitutional Reality (SR) and see-through Augmented Reality (AR) integration influence user movement confidence, incentive to explore, and overall enjoyment in mixed reality experiences. Substitutional reality, a paradigm that replaces physical objects with virtual counterparts, enables diverse forms of immersive interaction, but its effect when combined with see-through AR has been underexplored. Our proposed approach involves systematically varying the level of virtual substitution abstraction and the integration of video see-through. Specifically, we explore four distinct scenarios: Full SR, Hybrid SR/AR, Categorical (Abstract) SR, and Full see-through environments, to examine how these affect user experience and interaction behaviors. We conducted a user study involving twelve participants interacting within these four scenarios. The chosen application context was a thematic medieval virtual environment, where each scenario provided different degrees of physical-to-virtual object substitution and transparency. User movement confidence, exploratory behaviors, and enjoyment levels were captured through questionnaires, observations, and quantitative data collected directly from the headset. In the end we present the pros and cons of each SR scenario.
This article presents the development of ReLembra, an immersive Virtual Reality game designed to support elderly people with Alzheimer's and mild dementia in preserving their cognitive abilities, that is, in preventing activities and some motor functions for daily life. Through interactive activities in calm and familiar virtual environments, the games promote the stimulation of memory, language, organization and spatial orientation. The application was developed in the Unity 3D tool and optimized for the Meta Quest 3 device. Tests were carried out with five participants, evaluating presence (IPQ), cybersickness (SSQ), usability (SUS) and performance metrics. The results indicate high usability and excellent acceptance. However, some limitations related to the digital literacy of users and the difficulty in distinguishing between the virtual and the real world were identified. This project represents an innovative and promising tool to support health professionals and caregivers, with potential for future expansion.
This study explores data analysis and visualization practices among professionals from Portugal and Brazil, revealing common challenges across fields such as health, education, technology, and social services. Based on seven focus groups with 19 participants, the research identifies three user profiles (Academia & Intervention, Strategic, and Operational) and outlines a three-stage workflow: collection, analysis, and presentation. Each stage presents recurring obstacles, including fragmented platforms, low interoperability, manual processes, insufficient training, and limited tool usability, particularly for large-scale or qualitative datasets. Despite the geographic diversity, no significant differences were found between countries. Participants expressed a strong desire for integrated, user-friendly platforms that support the full workflow, provide intelligent assistance, and enable customization. The findings highlight the need for user-centered solutions that align with real-world demands, promote statistical literacy, and enhance data-driven decision-making.
While digital services improve convenience and efficiency, their lack of human interaction often causes boredom, misunderstandings, and dissatisfaction. This paper presents an ongoing study focused on the development of customised MetaHumans-digital avatars designed to effectively communicate emotions and simulate human interaction. The current research centres on a MetaHuman with advanced facial expression capabilities, aimed at fostering empathy and enhancing the user experience. Through 3D scanning, meticulous mesh cleaning, and the use of Unreal Engine 5's MetaHuman Creator, we detail the process of creating lifelike and emotionally responsive digital humans. Our current outcomes include a customised MetaHuman able to react with tailored emotions derived from a real person. This study aims to create a solution to better understand the role of customised MetaHumans in their interaction with real individuals, further demonstrating their potential to overcome the limitations of traditional automation and offer a more personalised and engaging experience. Future research will aim to deepen the emotional range of MetaHumans, explore their applications, and better understand their impact across various service domains to further enhance user satisfaction and trust.
Menu interaction in Mixed Reality (XR) is a particularly complex aspect of user experience, especially when using hands-only input. Different menu designs offer distinct tradeoffs between speed, accuracy, intuitiveness, physical effort, and visibility. These tradeoffs are rarely one-size-fits-all, and their real impact on user performance and satisfaction remains underexplored. To address this, our work investigates how these design differences influence interaction quality, aiming to identify which menu style offers the best overall compromise for practical use. In this context, the paper proposes to evaluate different menus for hand interaction in XR. In this work, we propose and evaluate three different design menus, each tested with hand-tracking and controller input (1-Radial Wrist Menu, 2-Radial Motion Menu, 3-Mobile Phone Menu, see in section III), using Aratall's1 prototype application for 3D urban planning, PassageXR as a case study. A user study was conducted to evaluate the three proposals regarding selection speed, responsiveness, and overall user satisfaction. Our results show that while the Mobile Phone Menu offers the fastest selection times, Radial Menus are preferred overall due to their comfort, ease of use, and potential for muscle memory.