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In this article we describe Hack.VR, an object-oriented programming game in virtual reality. Hack.VR uses a VR programming language in which nodes represent functions and node connections represent data flow. Using this programming framework, players reprogram VR objects such as elevators, robots, and switches. Hack.VR has been designed to be highly interactable both physically and semantically.
In virtual reality (VR) games, playability and immersion levels are important because they affect gameplay, enjoyment, and performance. However, they can be adversely affected by VR sickness (VRS) symptoms. VRS can be minimized by manipulating users
This paper proposes the concept of live-action virtual reality games as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible objects, contex
We present PhyShare, a new haptic user interface based on actuated robots. Virtual reality has recently been gaining wide adoption, and an effective haptic feedback in these scenarios can strongly support users sensory in bridging virtual and physica
Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so called cybersickness. Triggered by a sensory conflict between the visual and vestibular systems, cybersicknes
With the popularity of online access in virtual reality (VR) devices, it will become important to investigate exclusive and interactive CAPTCHA (Completely Automated Public Turing test to tell Computers and Humans Apart) designs for VR devices. In th