Users using XR

Virtual Reality (VR) and Augmented Reality (AR) are cutting-edge fields that revolutionize human perception and interaction with the digital world. Augmented Reality overlays computer-generated information onto the real-world environment, enhancing users’ experiences by providing additional context or interactive elements through devices like smartphones or AR glasses. This technology has applications ranging from gaming and navigation to education and healthcare. On the other hand, Virtual Reality immerses users in entirely computer-generated environments, isolating them from the physical world through specialized headsets. VR is widely utilized in gaming, simulations, and training scenarios, offering users a sense of presence in artificial environments. Both AR and VR share common threads in computer graphics, human perception, and interaction design, requiring expertise from fields like computer science, engineering, psychology, and design. As these technologies continue to advance, they hold significant potential to reshape various industries and transform how individuals engage with digital content and the surrounding world. The newest technologies provide a “hybrid” interface, namely Mixed Reality (MR), which provides a novel term that involves all these interaction methods: Extended Reality (XR). The VisionLab works in the following fields of XR:

  • Natural Interaction
  • Education/Teaching
  • Behaviour Analysis
  • Medical-oriented Aapplications
  • Cultural Heritage
 

Potential research areas/topics:

VR/AR/XR Applications & Usability:

  • Evaluating the effectiveness of XR for specific training scenarios (e.g., medical procedures, emergency response).
  • User interface/user experience (UI/UX) design best practices for different XR modalities and tasks.
  • Accessibility considerations in XR application development – ensuring inclusivity for diverse users.
  • Comparative studies: Assessing the benefits & drawbacks of VR vs. AR vs. mixed reality approaches for particular use cases.

Cybersickness:

  • Identifying physiological and psychological predictors of cybersickness susceptibility.
  • Developing real-time methods for detecting and preventing cybersickness onset.
  • Investigating the impact of display characteristics (refresh rate, field of view) on cybersickness severity.
  • Evaluating the effectiveness of various mitigation strategies (e.g., visual cues, haptic feedback).

Fairness & Ethics:

  • Examining potential biases in XR content and algorithms (e.g., representation, personalization).
  • Developing ethical guidelines for data collection and usage within XR environments.
  • Investigating the psychological effects of prolonged XR exposure on identity and social interaction.
  • Exploring issues of privacy and security in immersive experiences.

Perception & Cognition:

  • The impact of XR on spatial awareness, navigation, and memory formation.
  • How XR influences learning processes and knowledge retention.
  • Investigating the relationship between virtual and real-world perception (e.g., transfer of skills).
  • Exploring changes in cognitive load and attention within immersive environments.

Involved Researchers:

  • Marco Raoul Marini
  • Matteo Basile