Part 1: Perception, Interaction and Design: The Effects of a Virtual Instructor with Realistic Lip Sync in an Augmented Reality Environment.- Assessing Body Dissatisfaction and Attentional Bias Towards the Body Using Eye-Tracking Technology in Virtual Reality.- Bridging Tradition and Innovation: Exploring the Factors Influencing Students' Intention to Use Metaverse Technology for Chinese Calligraphy Learning.- AWARESCUES: Awareness Cues Scaling with Group Size and Extended Reality Devices.- Factors of Haptic Feedback in a VR Experience using Virtual Tools: Evaluating the Impact of Visual and Force Presentation.- Does It Look Real? Visual Realism Complexity Scale for 3D Objects in VR.- Augmenting Self-Presentation: Augmented Reality (AR) Filters Use Among Young Adults.- Motion-sensing Interactive Game Design of Wuqinxi for Hearing-impaired People.
- Perceived Playfulness: Factors Affecting the VR Display Experience in Museums. Part 2: User Experience and Evaluation: HoloLens 2 Technical Evaluation as Mixed Reality Guide.- Games That Move You: A Cinematic User Experience Evaluation of VR Games.- Scientific Knowledge Database to Support Cybersickness Detection and Prevention.- Evaluation of Large Language Model Generated Dialogues for an AI Based VR Nurse Training Simulator.- Evaluation of the Effect of Three-dimensional Shape in VR Space on Emotion Using Physiological Indexes.- Affecting Audience Valence and Arousal in 360 Immersive Environments: How Powerful Neural Style Transfer Is?.- Exploring User Preferences for Walking in Virtual Reality Interfaces through an Online Questionnaire.
- "Not in Kansas Anymore" Exploring Avatar-Player Dynamics through a Wizard of Oz Approach in Virtual Reality.- The Correlations of Scene Complexity, Workload, Presence, and Cybersickness in a Task-Based VR Game.- The influence of the level of detail and interactivity of 3D elements on UX in XR applications.- Exploration of Cultural IP Image and Common Pattern Gene Extraction in Virtual Reality Design Interaction.