Mixed reality systems support shared anchors and co-located interaction, yet they lack a socially legible protocol for entering another person's mixed reality in public settings. We frame this as a protocol problem: co-located MR sharing requires a staged sequence – Discover, Consent, Confirm, Allow, Spatial Colocation, Sync Objects, Permission Management – each demanding user understanding and agreement. Using AirDrop and Apple Vision Pro SharePlay as a baseline, we show that MR encounter complexity far exceeds file transfer, yet must feel equally effortless. We present TouchPort, an embodied sharing protocol that collapses this multi-stage sequence into a single gesture: a handshake and pull that simultaneously signals intent, negotiates consent, and initiates a temporary shared encounter layer between otherwise separate mixed realities. Through three implied scenarios, we demonstrate the protocol's expressive range in the transition from isolated to spontaneously shared realities. We discuss how embodied gestures can address the consent problem in ubiquitous MR and examine the ethical tensions of encounter protocols for MR futures.
Virtual reality exposure therapy (VRET) is a promising intervention for post-traumatic stress disorder (PTSD), which is common in trauma-exposed occupational groups. However, prior literature is mostly concentrated in military populations, and to support trauma memory processing. VRET is not yet validated for graded in-vivo exposure in PTSD treatment. Clinicians have also identified barriers to feasibility and acceptability that further impede VRET's clinical uptake. For example, a tension exists between ecological validity and ethical safeguarding in the early-stage evaluation of trauma-sensitive VRET. Guidance on how to assess clinicians' needs in an ecologically valid manner without also involving clients is limited, but exposing clients to preliminary or unvalidated prototypes may risk re-traumatization. Hence, we identified a need for methods that enable clinicians to engage with VRET systems in situ at early stages without risking client involvement. The objective of this study was to investigate the feasibility and acceptability of VRET for simulating trauma-focused in-vivo exposures in a specific clinical setting, and to do so as safely as possible by deferring client involvement. To maximize ecological validity nonetheless, we adapted a novel participatory design methodology for the early-stage evaluation of a clinician–facing VRET prototype. We conducted a participatory design workshop with three occupational therapists (OTs) at an interdisciplinary clinic that provides trauma-focused, exposure–based psychotherapy. Participants engaged with a VRET prototype through persona–based enactment: one OT operated the system’s gradation interface while acting as an exposure session facilitator, and the other enacted a trauma-exposed client persona while experiencing a 360° exposure scenario video through a head-mounted display. Following enactments, participants took part in semi-structured reflexive interviews. De-identified transcript data from all sessions were analyzed through reflexive thematic analysis. Reflexive thematic analysis revealed five well-supported themes spanning both situated exposure processes (1-3) and broader integration-focused reasoning (4-5): (1) continuous therapist-mediated modulation of exposure, (2) management of anticipatory anxiety and threshold moments, (3) preservation of client agency through transparent control, (4) feasibility as contingent on ethical and workflow constraints, and (5) clinical appeal through conservative system design and positioning. Process-focused themes emerged predominantly through persona–based enactments, while integration-focused themes were articulated more clearly during reflexive interviews. Across all sessions, clinicians upheld established protocols for grounding and pacing regardless of the capabilities afforded by the VRET prototype, and consistently positioned VR as a preparatory bridge to in-vivo exposure at trauma sites. Since clinicians were able to provide both situated and overarching perspectives on the prototype, we argue that the pairing of persona–based enactment and reflexive interviews is an effective early-stage evaluation methodology for trauma-sensitive VRET. The findings also suggest that clinicians may view VRET more favourably as a step within established trauma-focused treatment protocols, rather than a new protocol in and of itself.
Embodying natural entities in Virtual Reality (VR) shows potential to enhance nature connectedness, but design factors that support such embodiment remain underexplored. This study examined whether transitional elements in the physical setting before and after VR and multisensory stimuli during VR can strengthen nature connectedness in a transformative tree-embodiment experience. Through a mixed-methods approach (N = 20), where we varied the pre- and post-VR experience (Neutral vs. Transitional) and sensory modalities (Audiovisual vs. Multisensory), we found that both transitional and multisensory experiences significantly enhanced presence, embodiment, and nature connectedness, with increases in emotional connectedness sustained one week later. Drawing on interview insights and impact ratings of specific design features, we derive design recommendations for integrating transitional and multisensory elements. Our findings demonstrate the value of holistic design for enhancing the emotional and transformative potential of VR nature embodiment for fostering environmental awareness.
Social touch fosters human connection, intimacy and well-being. Yet, physical contact is often absent from remote communication, even though digital interactions are becoming an increasingly central part of everyday life. Current technologies can hardly recreate the haptic richness of real social touch, but pseudohaptics offer alternative possibilities for meaningful mediated touch experiences. Here we use an immersive Virtual Reality (VR) experience that leverages neuroaesthetics to create positive social touch experiences when actual body contact is not possible. In the Embodied Telepresent Connection (ETC) VR experience, dyads embody light-particle avatars and interact through pseudohaptics: visual and auditory cues to proximity and touch designed to create an illusionary feeling of touch without any haptic input. Exploring whether pseudohaptics facilitates social connection, the present study investigates the subjective, physiological and behavioural correlates of the ETC experience. Forty-two dyads of adult friends were immersed in ETC with or without pseudohaptics (within-subject) and completed several No-touch (free movement) or Touch trials (move to touch virtually, with pseudo-haptic effects but no haptic feedback). The results indicate that pseudohaptic touch is evaluated more positively and reduces heart rate. Subjective experience especially improves among individuals who have less intimate relationships with their interaction partner, as well as those who are generally more sensitive to interoceptive signals. Moreover, mediated touch modulates physiological activity over time, creating a dynamic interpersonal space in which soothing and playful exchanges unfold. Overall, this study supports the use of sensory substitution for virtual social touch that can foster social connection, particularly for individuals who may feel less connected in real life.
Virtual and Mixed Reality (XR) offer new opportunities for supporting social connection by reshaping embodied interaction and transforming social norms. We present Body RemiXer, an asymmetric XR installation designed to foster connection by inviting interpersonal touch, abstracting identity through ethereal avatars, encouraging synchronized interaction, and enabling impossible forms of shared embodiment. Through phenomenological interviews, we investigated how these design tactics mediated participants’ sense of connection. Our analysis reveals both potentials and tensions: abstraction lowered inhibitions and highlighted shared humanness but risked depersonalization; body mixing fostered unity but challenged virtual body ownership; mediated touch evoked closeness, but reminded of physical reality; and participants navigated bifurcated social norms across physical and virtual spaces. We contribute a nuanced account of these design trade-offs, advancing understanding of how abstraction, embodiment, touch, and social norm negotiation shape connection in XR, and outlining design considerations for crafting social XR experiences.
Cybersickness remains a persistent challenge in virtual and extended reality (VR/XR), affecting user comfort, adoption, and long-term engagement. This course provides developers, designers, and researchers with science-backed strategies for mitigating cybersickness in immersive environments. Attendees will explore theoretical foundations, practical mitigation techniques, and real-world case studies, including locomotion strategies such as HyperJump, leaning-based navigation, and UI/scene optimizations. Through interactive discussions, live polling, and collaborative exercises, attendees will gain a structured understanding of cybersickness causes, measurement, and prevention. The session will conclude with a structured “Do’s & Don’ts” guide for immediate application in VR/XR projects. This course ensures attendees leave with actionable strategies to enhance XR usability. Ideal for VR/XR developers, UX designers, and researchers, this course translates scientific insights into practical solutions, equipping attendees with the knowledge and tools to identify, assess, and mitigate cybersickness, thereby enhancing user comfort, engagement, and adoption in their XR projects.
Cynophobia, the fear of dogs, is a common and debilitating phobia. Live exposure therapy is first-line treatment for many phobias, but using live dogs may be expensive and unpredictable. Virtual reality exposure therapy (VRET) is a promising alternative, but remains underexplored for cynophobia. Furthermore, existing VRET designs seldom account for cultural backgrounds, which influence cynophobia's fear factors and severity. For example, stray dog encounters in South Asia pose unique risks compared to domestic dogs in the Anglosphere. This paper introduces HemisFear, a VRET prototype featuring two culturally informed environments: an Anglo-Western residence with domestic dogs, and an Indian city with strays. The Western environment was shaped by a content analysis of prior VRET literature, while participatory design interviews with individuals from India (N = 4) informed the stray dog environment. By reconciling VRET principles with cultural sensitivities, HemisFear may offer a path towards effective and inclusive treatment for cynophobia.
Space Echo 2.0 is an experimental media art project that introduces deliberate disruptions into avatar interactions within a multiplayer virtual reality (VR) environment (see Figure 1). These interruptions are designed to prompt reflection on the nature of genuine communication while offering novel, paradoxical conversational experiences. Drawing on a range of influences—from social VR platforms [Maloney et al. 2020] and experimental game design [Soderman 2021] to psychological research [Eisenberger et al. 2003], mythological narratives, and Bertolt Brecht’s theatrical theory [Brecht 1960]—the project uses intentional communicative disruption as a lens through which to reconsider connection. Set within a dreamlike, symbolic virtual stage shared by two participants, the experience centers on the Reverse Jetpack, a core mechanic that moves an avatar in the opposite direction of their gaze each time they speak. The more participants attempt to communicate verbally, the more physical distance is created between them. This enforced separation paradoxically fosters emotional intimacy, highlighting the tension between the desire for connection and its inevitable distortion. Scattered throughout the environment are AI-generated images and audio fragments. As users approach these elements, whispered, looped narratives are triggered, offering a sensory encounter with miscommunication, repetition, and distortion themes. Through its integration of symbolic narrative and experimental mechanics, Space Echo 2.0 invites users to reimagine connection in extended reality and reflect on the essence of social connection in an increasingly mediated world.
Telepresence robots offer the promise of remote presence, but user experience, usability, and performance challenges hinder widespread adoption. This study introduces a novel and low-cost user interface for telepresence robots that integrates insights from virtual reality (VR) and robotics to address these limitations. The novel setup was designed holistically, considering several different factors: an inclined rotating chair for embodied rotation, a joystick for precise translation, dual displays for enhanced spatial awareness, and an immersive setup with controlled lighting and audio. A user study (N = 42) with a simulated robot in a virtual environment compared this novel setup with a standard setup, that mimicked the typical user interface of commercial telepresence robots. Results showed that this novel setup significantly improved the user experience, particularly increasing presence, enjoyment, and engagement. This novel setup also improved task performance over time, reducing obstacle collisions and distance traveled. These findings highlight the potential for combining and incorporating insights from VR and robotics to design more effective and user-friendly interfaces for telepresence robots, paving the way for increased adoption.
Mindful breathing and Virtual Reality (VR) have shown promise in fostering self-awareness and emotional regulation, which decrease feelings of disconnection, depression, and anxiety. Existing research also underscores the role of play in improving emotional regulation and mindfulness. However, the role of playful engagement in VR and Mixed Reality (MR) based mindfulness interventions remains unexplored. To address this, we developed BRieFLY, a 6-minute meditative MR experience that combines interactive fireflies and guided mindful breathing practice to promote self-connection, self-awareness and belonging. In an exploratory mixed-methods study, participants reported a significant increase in feelings of awareness and belonging after a single session of BRieFLY. User feedback highlighted several areas for improvement to guide future iterations. This exploratory research highlights the unique potential of BRieFLY and establishes a foundation for future studies to explore MR interventions integrating playful interactions and mindful breathing to enhance self-awareness, self-connection and foster a sense of belonging.
Experiencing the emotion of awe has been associated with improvements in psychological wellbeing. This emotion can be systematically elicited in laboratory settings and immersive virtual reality (VR) has been shown effective for this purpose. In this work, we exposed 36 healthy participants to three immersive videos from natural and urban scenes (i.e., mountain, forest with waterfall, and city), and a 3D model of a neutral room as a baseline condition. These environments were compared in terms of self-reported levels of awe and clinically relevant aspects of psychological wellbeing, such as state depression and anxiety. In addition, we took the level of prior experience of the participants with VR into account and investigated whether the psychological effects hold for both novice and experienced VR users. The results suggest that exposure to all three immersive videos elevated the level of awe, reduced current states of depression, and increased positive affect compared to the baseline. We also discovered that, while the urban environment elicited the same amount of awe as both natural environments, only exposure to natural environments decreased current states of anxiety and negative affect. Finally, although experienced VR users had partly lower overall scores, prior experience did not reduce the relative benefits of exposure to immersive videos, as both experienced and novice users showed similar improvements compared to their respective baselines. Our findings can help guide future research and therapeutic applications that use immersive videos to harness the psychological benefits of experiencing awe.
Synedelica reimagines what is possible with immersive technology, providing a new perspective on reality. In this synesthetic mixed reality experience, visuals of the real world are modulated by sound, attuning immersants to the beauty hidden in the seemingly mundane. It brings mixed reality outside, immersing the user in an altered view of reality that encourages them to express themselves creatively and connect with those who surround them. Synedelica evokes new perspectives on the world, encouraging exploration and rekindling childlike wonder.
Virtual Reality (VR) sickness remains a significant challenge in the widespread adoption of VR technologies. The absence of a standardized benchmark system hinders progress in understanding and effectively countering VR sickness. This paper proposes an initial step towards a benchmark system, utilizing a novel methodological framework to serve as a common platform for evaluating contributing VR sickness factors and mitigation strategies. Our benchmark, grounded in established theories and leveraging existing research, features both small and large environments. In two research studies, we validated our system by demonstrating its capability to (1) quickly, reliably, and controllably induce VR sickness in both environments, followed by a rapid decline post-stimulus, facilitating cost and time-effective within-subject studies and increased statistical power, (2) integrate and evaluate established VR sickness mitigation methods — static and dynamic field of view reduction, blur, and virtual nose — demonstrating their effectiveness in reducing symptoms in the benchmark and their direct comparison within a standardized setting. Our proposed benchmark also enables broader, more comparative research into different technical, setup, and participant variables influencing VR sickness and overall user experience, ultimately paving the way for building a comprehensive database to identify the most effective strategies for specific VR applications.
This study advances the understanding of motion sickness (MS) by integrating subjective measures, like the simulator sickness questionnaire (SSQ), with objective physiological metrics, particularly galvanic skin response (GSR), analysed through an Autoencoder Long Short-Term Memory (AE-LSTM) model. This model, designed for unsupervised anomaly detection, evaluates GSR data to detect differences in physiological (GSR) responses to conditions of different MS potential (here different weather scenarios in a naturalistic VR helicopter simulation). By comparing these physiological anomalies with self-reported cybersickness scores, our findings highlight the importance of combining machine learning-analysed physiological data with subjective reports, offering a comprehensive approach to assessing MS in different conditions. The transition from clear to stormy scenarios revealed marked elevations in MS scores, although the model was currently not able to reliably identify scenario-specific physiological responses that correlate with increased MS.
In this collaborative autoethnography, we critically explore our lived experiences within a wider context of HCI research and practice. We reflect on the epistemological ways of knowing through ‘insider’ lived experience of, and ‘outsider’ knowledge of our research topic(s) via the concept of “liminal space” as a process ontology. To embrace liminality entails inhabiting the space ‘in-between’ these ways of knowing, suspended on a threshold of uncertainty and transformative growth. All authors identify as ‘inbetweenies’, because we are neither just ‘insiders’ nor ‘outsiders’, and we collect our respective stories to share. Drawing from these stories and our dialogues, we discuss how ways of knowing have historically been dichotomously categorized with their associated subjective or objective characterizations, resulting in power hierarchies and tensions. We propose that for an ‘inbetweeny’ researcher, thoughtful approaches to navigating this liminal space could potentially bridge persistent tensions in HCI research and practices toward personal and systemic transformation. Five areas of reflection are discussed, with proposed learnings that can be applied towards sustained practices for individuals and collectives at any stage of their journey and development.
Despite being an embodied medium, virtual reality (VR) prioritizes vision and sound over the other senses. While touch has been demonstrated to foster a sense of presence and embodiment, most haptic research in VR focuses on uncanny vibration motors or limited experiences of touch with simple props. Meanwhile, immersive performances such as Eve 3.0 incorporate performer-facilitated touch in novel ways to evoke a complete and social experience of human touch in VR. In response, we conducted a mixed-methods study to investigate the experience of performer-facilitated touch in a 360° video segment from the immersive performance Eve 3.0. Using a 3 × 2 factorial design, we compared touch from a diary prop and performer in festival and laboratory settings. We found that performer-facilitated touch increased realistic behaviours and questionnaire measures of social presence, embodiment, and tactile realism. The setting also had a significant effect with festival participants demonstrating significantly more behaviours indicating presence, particularly in the no-touch condition. Participant descriptions reveal that in addition to touch, a rich narrative and vivid visuals of social interaction were just as important in immersing participants in the experience and making them feel present. We find that participant experiences are a co-creation situated at the intersection of artefact and context that require a willing suspension of disbelief. The authentic setting and performance artefact afforded a deep understanding of the rich and complex experience of human touch in immersive performance.
The pervasive challenge of cybersickness significantly hinders the widespread adoption and seamless user experience of virtual reality (VR) technology. The absence of standardized methodologies for assessing and mitigating cybersickness further complicates research efforts and the development of effective countermeasures. The 1st International Workshop on Standardization in Cybersickness Research aims to address this critical need by fostering a community-driven approach to establish benchmarks and best practices. The workshop will facilitate knowledge exchange and collaboration among researchers, developers, and stakeholders to collectively address the multifaceted challenges of cybersickness. Through interactive breakout sessions and discussions, the workshop seeks to achieve consensus on standardized metrics and methodologies for measuring cybersickness, evaluate and refine mitigation techniques, and explore the impact of individual differences and emerging technologies. The anticipated outcomes include the development of a standardized assessment framework, identification of best practices for mitigation, and a roadmap for future research, ultimately contributing to the advancement of VR well-being and user experience.
This article examines the choices between sitting and standing in virtual reality (VR) experiences, addressing conflicts, challenges, and opportunities. It explores issues such as the risk of motion sickness in stationary users and virtual rotations, the formation of mental models, consistent authoring, affordances, and the integration of embodied interfaces for enhanced interactions. Furthermore, it delves into the significance of multisensory integration and the impact of postural mismatches on immersion and acceptance in VR. Ultimately, the article underscores the importance of aligning postural choices and embodied interfaces with the goals of VR applications, be it for entertainment or simulation, to enhance user experiences.