- Virtual Reality Applications and Impacts
- Augmented Reality Applications
- Interactive and Immersive Displays
- Human-Automation Interaction and Safety
- Tactile and Sensory Interactions
- Visual perception and processing mechanisms
- Advanced Optical Imaging Technologies
- Innovative Human-Technology Interaction
- Usability and User Interface Design
- Multimedia Communication and Technology
- Privacy, Security, and Data Protection
- User Authentication and Security Systems
- Bullying, Victimization, and Aggression
- Hate Speech and Cyberbullying Detection
- Simulation and Modeling Applications
- Personal Information Management and User Behavior
- Sexuality, Behavior, and Technology
- Impact of Technology on Adolescents
- Image and Video Quality Assessment
- Spatial Cognition and Navigation
- Digital Games and Media
- Vestibular and auditory disorders
- Action Observation and Synchronization
- Transcranial Magnetic Stimulation Studies
- Child Development and Digital Technology
University of Glasgow
2016-2025
NHS Lanarkshire
2018-2020
We identify usability challenges facing consumers adopting Virtual Reality (VR) head-mounted displays (HMDs) in a survey of 108 VR HMD users. Users reported significant issues interacting with, and being aware their real-world context when using HMD. Building upon existing work on blending real virtual environments, we performed three design studies to address these concerns. In typing study, show that augmenting with view reality significantly corrected the performance impairment VR. then...
This paper explores the use of VR Head Mounted Displays (HMDs) in-car and in-motion for first time. Immersive HMDs are becoming everyday consumer items and, as they offer new possibilities entertainment productivity, people will want to them during travel in, example, autonomous cars. However, their is confounded by motion sickness caused in-part restricted visual perception conflicting with physically perceived vehicle (accelerations/rotations detected vestibular system). Whilst restrict...
Mixed Reality (MR), Augmented (AR) and Virtual (VR) headsets can improve upon existing physical multi-display environments by rendering large, ergonomic virtual display spaces whenever wherever they are needed. However, given the limitations of neck movement, users may need assistance to view these comfortably. Through two studies, we developed new ways minimising effort discomfort viewing such spaces. We first explored how mapping between gaze angle position could be manipulated, helping...
"Virtual-Physical Perceptual Manipulations" (VPPMs) such as redirected walking and haptics expand the user's capacity to interact with Virtual Reality (VR) beyond what would ordinarily physically be possible. VPPMs leverage knowledge of limits human perception effect changes in physical movements, becoming able (perceptibly imperceptibly) nudge their actions enhance interactivity VR. We explore risks posed by malicious use VPPMs. First, we define, conceptualize demonstrate existence Next,...
Fundamental to Augmented Reality (AR) headsets is their capacity visually and aurally sense the world around them, necessary drive positional tracking that makes rendering 3D spatial content possible. This requisite sensing also opens door for more advanced AR-driven activities, such as augmented perception, volumetric capture biometric identification - activities with potential expose bystanders significant privacy risks. Existing Privacy-Enhancing Technologies (PETs) often safeguard...
Virtual reality (VR) users are often around bystanders, i.e. people in the real world VR user may want to interact with. To facilitate bystander-VR interactions, technology-mediated awareness systems have been introduced increase a user's of bystanders. However, while prior works found effective means facilitating it is unclear when and why one system should be used over another. We reviewed, selected, breadth bystander from literature investigated their usability, how they could...
Virtual reality (VR) headsets allow wearers to escape their physical surroundings, immersing themselves in a virtual world. Although may not be realistic or acceptable many everyday situations, air travel is one context where early adoption of VR could very attractive. While travelling, passengers are seated restricted spaces for long durations, reliant on limited seat-back displays mobile devices. This paper explores the social acceptability and usability in-flight entertainment. In an...
Abstract This paper examines key challenges in supporting passenger use of augmented and virtual reality headsets transit. These will allow passengers to break free from the restraints physical displays placed constrained environments such as cars, trains planes. Moreover, they have potential make better their time by making travel more productive enjoyable, both privacy immersion. However, there are significant barriers headset usage transit contexts. range impediments that would entirely...
Everyday mobile usage of AR and VR Head-Mounted Displays (HMDs) is becoming a feasible consumer reality. The current research agenda for HMDs has strong focus on technological impediments (e.g. latency, field view, locomotion, tracking, input) as well perceptual aspect distance compression, vergence-accomodation ). However, this ignores significant challenges in the acceptability shared, social public spaces. This workshop will explore these key HMD contexts; methods tackling virtual...
Passengers spend considerable periods of time in shared transit spaces, relying on smartphones and laptops for work. However, these displays are limited size ergonomics compared to typical multi-monitor setups used the office, impairing productivity. Augmented Reality (AR) headsets could provide large, flexible virtual workspaces during travel, enabling passengers work more efficiently. This paper investigates factors affecting how choose layout car, train, subway plane environments,...
Human memory has notable limitations (e.g., forgetting) which have necessitated a variety of aids calendars). As we grow closer to mass adoption everyday Extended Reality (XR), is frequently leveraging perceptual redirected walking), it becomes pertinent consider how XR could leverage (forgetting, distorting, persistence) induce manipulations. memories highly impact our self-perception, social interactions, and behaviors, there pressing need understand Memory Manipulations (XRMMs). We ran...
Motion sickness is a problem for many in everyday travel and will become more prevalent with the rise of automated vehicles. Virtual Reality (VR) headsets have shown significant promise in-transit, enabling passengers to engage immersive entertainment productivity experiences. In controlled multi-session motion study using an actuated rotating chair, we examine potential multi-sensory visual auditory cues, presented during VR reading task, mitigating sickness. We found that cues are most...
Dark patterns are deceptive designs that influence a user’s interactions with an interface to benefit someone other than the user. Prior work has identified dark in windows, icons, menus, and pointer (WIMP) interfaces ubicomp environments, but how can manifest Augmented Virtual Reality (collectively XR) requires more attention. We therefore conducted 10 co-design workshops 20 experts XR design. Our participants co-designed 42 scenarios containing patterns, based on application archetypes...
Room-scale Virtual Reality (VR) has become an affordable consumer reality, with applications ranging from entertainment to productivity. However, the limited physical space available for room-scale VR in typical home or office environment poses a significant problem. To solve this, spaces can be extended by amplifying mapping of virtual movement (translational gain). Although amplified been used since earliest days VR, little is known about how it influences reach-based interactions objects,...
Auditory headsets capable of actively or passively intermixing both real and virtual sounds are in-part acoustically transparent. This paper explores the consequences acoustic transparency, on perception audio content, given presence a real-world auditory backdrop, more broadly in facilitating wearable, personal, private, always-available soundspace. We experimentally compare passive transparent, active noise cancelling, orientation-tracked across range content types, indoors outdoors for...
Extended Reality (AR/VR/MR) technology is becoming increasingly affordable and capable, ever more interwoven with everyday life. HCI research has focused largely on innovation around XR technology, exploring new use cases interaction techniques, understanding how this used appropriated etc. However, equally important the investigation consideration of risks posed by such advances, specifically in contributing to vulnerabilities attack vectors regards security, safety, privacy that are unique...
Extended-Reality (XR) devices are packed with sensors that allow tracking of users (e.g., behaviour, actions, eye-gaze) and their surroundings people, places, objects). As a consequence, XR pose significant risks to privacy, security, our ability understand influence the behaviour - will be amplified by ever-increasing adoption. This necessitates addressing these concerns before becomes ubiquitous. We conducted three focus groups thirteen experts from industry academia interested in XR,...
Harassment in Social Virtual Reality (SVR) is a growing concern. The current SVR landscape features inconsistent access to non-standardised safety features, with minimal empirical evidence on their real-world effectiveness, usage and impact. We examine the use effectiveness of tools across 12 popular platforms by surveying 100 users about experiences different types harassment like muting, blocking, personal spaces gestures. While remained common-including hate speech, virtual stalking,...
This article examines synchronous at-a-distance media consumption from two perspectives: How it can be facilitated using existing consumer displays (through TVs combined with smartphones), and imminently available virtual reality (VR) HMDs RGBD sensing). First, we discuss results an initial evaluation of a shared smart TV system, CastAway . Through week-long in-home deployments five couples, gain formative insights into the adoption usage how couples communicated during said consumption. We...
Research shows that bespoke Virtual Reality (VR) laboratory experiences can be differently affecting than traditional display experiences. With the proliferation of at-home VR headsets, these effects need to explored in consumer media, ensure public are adequately informed. As yet, organizations responsible for content descriptions and age-based ratings do not rate games those played on TV. This could lead more intense or subconsciously desired. To test whether non-VR affecting, so game...
Our research aims to improve passenger journeys across both public and private transport, in cars, buses, planes trains by utilizing Mixed Reality head-mounted (e.g. visual/auditory augmented virtual reality) displays. This paper discusses our initial motivations formative work this area, for in-car VR [33, 32] in-flight [42], outlines some of the key challenges we anticipate enabling mixed reality experiences.
VR users and bystanders must sometimes interact, but our understanding of these interactions - their purpose, how they are accomplished, attitudes toward them, where break down is limited. This current gap inhibits research into managing or supporting interactions, preventing unwanted abusive activity. We present the results first survey (N=100) that investigates stories actual emergent in-the-wild between bystanders. Our analysis indicates user bystander can be categorised one three...
The occlusive nature of VR headsets introduces significant barriers to a user's awareness their surrounding reality. While recent research has explored systems facilitate interactions with nearby people, objects, etc, we lack fundamental understanding user attitudes towards and expectations these systems. We present the results card sorting study (N=14) which investigated increasing reality (awareness audio, pets, manage moderate personal usage) whilst in VR. Our confirm should be equipped...
Extended Reality (XR) technology brings exciting possibilities for aeroplane passengers, allowing them to escape their limited cabin space. Using nearby physical surfaces enables a connection with the real world while improving XR experience through touch. However, available may be located in awkward positions, reducing comfort and input performance thus limiting long-term use. We explore usability of passive haptic different orientations, assessing effects on performance, user comfort. then...
Augmented Reality (AR) headsets could significantly improve the passenger experience, freeing users from restrictions of physical smartphones, tablets and seatback displays. However, confined space public transport varying proximity to other passengers may restrict what interaction techniques are deemed socially acceptable for AR - particularly considering current reliance on mid-air interactions in consumer headsets. We contribute utilize a novel approach social acceptability video surveys,...