Due to the diverse ways individuals interact with virtual environments, a wide range of user experiences has been identified. In our previous model (QoUX in VE), 26 distinct user experiences are identified, which the most cited was presence [1]. Presence is inherently a subjective perception. And several questionnaires have been developed to assess it. However, for ensuring about some application of VR, objective presence of users is also crucial. This objective experience may differ from mentioned subjective experience. This scoping review aims to (1) present physiological indicators that can be used to objectively assess presence in virtual reality and (2) provide an overview of recently published questionnaires in the field of presence assessment. In this review we used different categories of keywords to search Scopus, Google Scholar, ACM digital library, and IEEE. Our initial reviewing yielded that 47 different questionnaires have been developed and regarding objective measures, EEG (alpha band and frontal lobe theta/beta ratio) is the most cited. The findings suggest that instrumental techniques to objectively assess presence can support questionnaires.
Mixed Reality is transforming the gaming landscape by merging the real and virtual worlds into immersive, interactive experiences. In this poster, we present cARdefender, a mixed reality game designed specifically for vehicle passengers. The design and development of mixed reality games in this context pose unique challenges, such as creating intuitive interfaces for limited environments, optimizing performance on mobile devices, and minimizing motion sickness. This poster outlines the design and implementation process of cARdefender, focusing on key aspects such as MR technology integration, game mechanics, and interaction design tailored for use inside vehicles. Our work offers insights into the development of MR applications for non-traditional gaming contexts and highlights the potential of MR to enhance the passenger travel experience through fun and engaging interaction.
The convergence of Artificial Intelligence (AI) and Mixed Reality (MR) is redefining the landscape of immersive technologies, enabling more adaptive, interactive, and intelligent user experiences. However, while AI continues to shape MR systems, critical human-centered dimensions such as transparency, user control, and ethical design are often overlooked. This scoping review investigates the current state of research at the inter-section of Human-Centered Artificial Intelligence (HCAI) and MR. Through a structured PRISMA-ScR methodology, several academic studies incorporating human-centered principles into artificial intelligence-driven MR systems have been identified, revealing a fragmented but promising landscape. In addition, non-academic design guidelines developed by major technology companies were also analyzed. The findings highlight a significant gap: existing HCAI frameworks were not conceived with MR in mind and thus fall short of addressing its unique demands, such as immersion, embodiment, and multimodal interaction. Drawing on reusable design patterns and ethical principles from both research and industry, this review lays the groundwork for a dedicated framework, HCAIMR, that can guide the development of immersive systems that are not only intelligent, but also transparent, inclusive, and truly human-centered.
Recently, the utilization of videoconferencing applications has had a substantial increase in a wide range of domains, including meetings, conferences, educational activities, and safety training. The emergence of the COVID-19 pandemic has further highlighted the pivotal role these tools play in how businesses and public institutions coordinate and oversee their employees' activities. They offer the distinct advantage of accommodating a virtually unlimited number of participants, surmounting geographical constraints, and curbing the costs associated with organization and travel, all while contributing to improved environmental sustainability. Nevertheless, the challenge of maintaining social interaction and engagement remains when individuals work remotely using such tools, particularly in scenarios where physical proximity with others is necessary for effective learning or training processes. Safety training is a critical aspect of disaster preparedness and prevention. Traditional safety training methods often lack realism and fail to adequately prepare people for real-world emergencies, especially in a cooperative context. This article presents the design of an immersive multi-user experience of safety training and proposes a collaborative environment for fire extinguisher training by using the Meta Quest 2 headset. Learning the procedures before operating in a real setting is the way to avoid operators' mistakes can have serious consequences on process operation and safety. We also described how to organize the training activities and conduct the evaluation.
We present BotanicAR, a collaborative Augmented Reality (AR) game leveraging the capabilities of Meta Quest 3. With Meta Quest 3, BotanicAR integrates both augmented and virtual reality in a singular device, ensuring a minimum synchronization of 72 frames per second (FPS). BotanicAR offers a multiplayer experience for 2 to 4 users who collaboratively undertake a task: fight against a virtual plant within their real environment. The game encourages natural interaction without the need for controllers, utilizing hand gestures for enhanced immersion. Real-virtual object occlusion further integrates game elements seamlessly into reality. Beyond its playful nature, BotanicAR demonstrates potential applications in collaborative training, emergency simulations, and shared augmented reality workspaces. This innovative application fills a gap in local cooperative experiences, pushing the capabilities of the Meta Quest 3 device to the limit.
In this poster, we present a multimodal conversational interface, named Muxi, aiming to simplify meeting management in a collaborative work environment. The interaction is performed in two modalities: (i) a vocal conversation with a chatbot avatar and (ii) an interactive board where supporting information is provided.
In this poster, we present a Virtual Reality environment, named MetaCUX (Collaborative User eXperience in the Metaverse), where people may collaborate in a virtual workplace and interact with intelligent objects for simulating real tasks. Several multi-user workplace scenarios were reproduced in the MetaCUX, on which an experimental study has been carried out involving 15 participants. To analyze remote collaboration small group of participants performed a task consisting in putting out a fire. Self-reported surveys and qualitative measures are adopted to investigate the effectiveness of social interaction during the collaborative activity.
Metaverse is an immersive environment that may support in an effective way contextualized experiential language learning, offering the possibility of collaboration, inclusion, and social interaction among students in context simulating real situations. In this paper, we propose MetaCLA, an immersive multi-user virtual environment based on oculus Meta Quest 2 that offers contextualized experiences for interactive language lab activities conducted in a small group. The environment is equipped with interactive objects useful for learning vocabulary, stimulating discussions, and role-playing. We also conduct a preliminary evaluation involving an English classroom composed of 15 students and a teacher. We assess the presence and easiness to use perceptions, the easiness of use, and the net promoter score of participants. First results were encouraging.
We present MetaCUX - Cooperative User eXperience in the Metaverse, a multi-user, multi-scenario environment that simulates a business reality through the reproduction of five characteristic scenarios and interactive objects through the use of the Meta Quest 2 device and virtual avatars. In this demo, we show a demonstration of the system involving all 5 scenarios created. The demo will allow participants to experiment collaboration in simulated real situations.
This article explores the relationship between space and political action in the Athenian neighborhood of Exarcheia, the geographical base of the Greek anti-authoritarian movement. Since 2015, several migrant squats have developed in the neighborhood. This article analyses the controversies sparked by the opening up of the neighborhood to migrants and marginalized urban groups. It draws on a mixed-methods inquiry, based on participant observation in one squat for two months, and on discourse analysis of 35 activists’ publications on Indymedia, an online platform of the anti-authoritarian movement. Firstly, the study of these debates shows that the migrants’ transience and socio-economic instability has hindered their ability to build a substantive relationship with the neighborhood. Secondly, the involvement of some migrants in drug dealing has made them undesirable in the eyes of certain anti-authoritarian activists, who have attempted to enforce physical and moral borders against them in order to preserve a territory of struggle. Such defensive measures, however, justified by the argument that « marginal groups » must take responsibility for their own emancipation, have involved exercises of authority which contradict the conception of Exarcheia as an anti-authoritarian place of refuge. Finally, drawing on the reflections of activists themselves, this research examines the link between the state management of the undesirables and retributive actions carried out by members of the movement. In this way, the study examines how space can put the ideological coherence of an anti-authoritarian project to the test. This article contributes to analyses of space as both opportunity and constraint for collective action: it shows Exarcheia’s double nature of place embodying universalist political claims and representations, and of materially and socially bounded territory, necessary for the reproduction of these very representations.
This article explores the relationship between space and political action in the Athenian neighborhood of Exarcheia, the geographical base of the Greek anti-authoritarian movement. Since 2015, several migrant squats have developed in the neighborhood. This article analyses the controversies sparked by the opening up of the neighborhood to migrants and marginalized urban groups. It draws on a mixed-methods inquiry, based on participant observation in one squat for two months, and on discourse analysis of 35 activists' publications on Indymedia, an online platform of the anti-authoritarian movement. Firstly, the study of these debates shows that the migrants' transience and socio-economic instability has hindered their ability to build a substantive relationship with the neighborhood. Secondly, the involvement of some migrants in drug dealing has made them undesirable in the eyes of certain anti-authoritarian activists, who have attempted to enforce physical and moral borders against them in order to preserve a territory of struggle. Such defensive measures, however, justified by the argument that "marginal groups" must take responsibility for their own emancipation, have involved exercises of authority which contradict the conception of Exarcheia as an anti-authoritarian place of refuge. Finally, drawing on the reflections of activists themselves, this research examines the link between the state management of the undesirables and retributive actions carried out by members of the movement. In this way, the study examines how space can put the ideological coherence of an anti-authoritarian project to the test. This article contributes to analyses of space as both opportunity and constraint for collective action: it shows Exarcheia's double nature of place embodying universalist political claims and representations, and of materially and socially bounded territory, necessary for the reproduction of these very representations.