HUCAPP 2025 Abstracts


Area 1 - Agents and Human Interaction

Full Papers
Paper Nr: 14
Title:

Digital Assistant in a Point of Sales

Authors:

Emilia Lesiak, Grzegorz Wolny, Bartosz Przybył and Michał K. Szczerbak

Abstract: This article investigates the deployment of a Voice User Interface (VUI)-powered digital assistant in a retail setting and assesses its impact on customer engagement and service efficiency. The study explores how digital assistants can enhance user interactions through advanced conversational capabilities with multilingual support. By integrating a digital assistant into a high-traffic retail environment, we evaluate its effectiveness in improving the quality of customer service and operational efficiency. Data collected during the experiment demonstrate varied impacts on customer interaction, revealing insights into the future optimizations of digital assistant technologies in customer-facing roles. This study contributes to the understanding of digital transformation strategies within the customer relations domain emphasizing the need for service flexibility and user-centric design in modern retail stores.
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Paper Nr: 33
Title:

Impact of Team Models in Hierarchical Human-Agent Decision-Making Teams

Authors:

Ranjani Narayanan and Karen M. Feigh

Abstract: With increasing opportunities for the integration of AI-based decision support tools, human interactions with AI systems must be studied under different contexts. The quality of interactions is said to improve when humans have a mental model (MM) of their AI teammates. This study tests this hypothesis for a hierarchical human-AI triad in a decision-making setting. The impact of humans’ MM of AI on various performance metrics is studied in the presence and absence of mutually compatible MMs between the two agents. Mutually incompatible models lead to dissonance between the agents, causing an overall degradation in their joint activity. Results showed that operators exercised increased vigilance when they did not have a MM of their AI teammates, but having an accurate MM improved decision utility over time without reducing speed or increasing participants’ task load. It also led to greater acceptance of the AI’s suggestions without inducing biases towards the AI. Additionally, operators reported lesser effort and mental demand and had more accurate judgments of the relative competence of the two agents during dissonance. These findings motivate further research on understanding how different levels of MMs between humans and their AI teammates leads to different outcomes in complex collaborative settings.
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Paper Nr: 163
Title:

Analyzing the Developer's Sentiment in Software Components: A Decade-Long Study of the Apache Project

Authors:

Tien Rahayu Tulili, Ayushi Rastogi and Andrea Capiluppi

Abstract: Open-source software development relies heavily on effective collaboration among developers, with communication often reflecting emotional responses to the technical challenges encountered. The Apache HTTP Server (’httpd’) project, a widely used web server, provides a rich dataset to explore how developer sentiment may be influenced by the complexity of software components. This study aims to investigate the relationship between developer sentiment and software component complexity in the Apache ’httpd’ project. Specifically, it seeks to determine whether emotional expressions, captured through sentiment analysis, correlate with the complexity of the components developers work on over a decade of project development (2015–2024). We utilized two primary datasets: developer communication from the mailing list and commit data. Sentiment analysis was conducted using Sentistrength-SE to classify messages as positive or negative. Software component complexity was measured using static code analysis tools, and a network model of file dependencies was created to examine the architectural structure. Statistical tests, including ANOVA and Tukey HSD, were applied to assess the relationship between sentiment, complexity, and developer contributions. The results indicate that complexity is not necessarily associated with developers’ sentiments. However, the most crucial component was significantly affected by sentiments. Developers contributing to more complex components expressed more negative sentiments, suggesting that complexity may contribute to emotional strain. These findings offer insights into managing developer well-being and improving project management strategies in open-source development environments by addressing both technical and emotional factors.
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Paper Nr: 416
Title:

Closing the Digital Gap for Incarcerated Students Using Learning Management Systems in the USA

Authors:

Johannes A. Badejo, Joyram Chakraborty, Elyshia Aseltine, Lawrence O. Oyaniyi and Oluwafemi P. Badejo

Abstract: This study explores the current digital access and the feasibility of integrating Learning Management Systems (LMS) in correctional facilities to bridge the educational digital gap among incarcerated students in the USA. Using a cross-sectional design and quantitative methodology, data were collected through structured questionnaires from 94 incarcerated students. Results showed low digital access (overall mean = 2.31, SD = 1.337) but high feasibility for LMS integration (overall mean = 3.61, SD = 1.195). Key challenges identified include funding, staff training, and logistical constraints (overall mean = 3.75, SD = 1.205). Pearson correlation analysis indicated a strong positive association (r = 0.875, p = 0.001) between digital access and LMS feasibility, suggesting that improved digital access significantly enhances LMS integration feasibility. Recommendations include increasing funding, providing comprehensive training, and improving digital infrastructure to enhance educational outcomes for incarcerated students.
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Short Papers
Paper Nr: 341
Title:

Showing, Telling, and Collaborating: Investigating the Relative Benefits of Videoconferencing and Different Augmented Reality Embodiments for Remote Meetings

Authors:

James J. Cummings and Erin W. Wertz

Abstract: In the face of ”videoconferencing fatigue”, augmented reality (AR) presents new means for embodiment in remote meetings, including the use of holograms (stereoscopic projections of attendees) and avatars (wholly virtual representations of users). To explore the prospective benefits of these emerging technologies, the current experiment assigned participants to one of three platform conditions (videoconferencing, hologram-based AR, or avatar-based AR) to complete two conversational tasks (unidirectional object presentation and interactive collaboration) during a remote meeting. Task outcomes (knowledge acquisition, partner persuasion) and participant evaluations of remote partners were then measured. Users reported that avatars—and not holograms—were significantly more useful than videoconferencing for object presentations. Further, though platform had no effect on perceived credibility of partners, social presence perceptions significantly differed across conditions. Specifically, the actions and expressions of a holographic partner were more saliently detected than those depicted through avatars and led to a stronger sense of co-location compared to videoconferencing.
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Paper Nr: 364
Title:

Vida Migrante: Empathy and the Migrant Experiences Through Data Visualization

Authors:

Alberto Meouchi, Enrique Casillas and Sarah E. Williams

Abstract: One of the biggest challenges in developing data visualizations used for humanitarian advocacy and policy change, is creating empathy for the experiences of people described in the data. Summarizing their hardship as numbers and charts does not do justice in describing the often-traumatic experiences they face. In many cases the results of these data visualizations often further remove the subjects from their story making it more difficult for viewers of the data visualization to empathize with their cause. Our research sought to change this dynamic through the creation of Vida Migrante, an online interactive game and data visualization illustrating the trade-offs migrants make every day. Rather than creating graphs or charts from the survey data collected by our partners at the World Food Programme, our interactive visualization uses that data to drive the interactive game experience for our audience to help them learn about the migrant experience. In this paper we illustrate how this interactive game/visualization helped to create empathy in its viewers. Drawing from literature on measuring empathic behavior, our research team developed a delivered a user surveys that allowed us to measure the level of empathy the game created in users. The results showed that while most users already had some level of empathy towards migrants, all participants of the study increased their level of empathy as they were able to step into the migrants’ shoes and learn new facts and conditions of the migrant experience that they were previously unaware.
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Area 2 - Haptic and Multimodal Interaction

Full Papers
Paper Nr: 388
Title:

Effective Mitigation of Cognitive Load in Complex Mixed Reality Tasks

Authors:

Callum Smith, Karen Rafferty, Vishal Sharma and Eben Rainey

Abstract: Little work has been undertaken to investigate the effects of a high cognitive load in Mixed Reality (MR) headsets or successful mitigation techniques to reduce its related cognitive burden, especially compared to strictly fully immersive VR settings. We explore the measurement and mitigation of cognitive load in MR environments through the deployment and analysis of a novel set of visual and haptic interventions aimed at optimising the user’s experience and performance in complex tasks involving the use of proprioception. We conducted a study comparing fully immersive VR against pass-through enabled MR environments, employing focused blur, targeted lighting, targeted shadows, and haptic feedback to reduce cognitive load. Participants performed complex motor tasks in both environments for comparative measures, measuring cognitive load through standardized subjective scales, such as the NASA Task Load Index and Likert scales, mixed with electrodermal activity and electroencephalogram sensors. Results indicate that MR environments, augmented with tailored visual and haptic effects, demonstrate a reduction in cognitive load compared to their non-augmented states. These findings suggest that tailored visual effects within MR can offer a more conducive environment for task performance through the reduction of cognitive load.
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Short Papers
Paper Nr: 203
Title:

Multimodal Feedback Estimation for Knob Interactions in Virtual Reality for Control Panels

Authors:

Valentina Gorobets, Long Cheng, Helene Lussi and Andreas Kunz

Abstract: This paper presents findings on the unimodal and multimodal feedback design for the interaction with a virtual knob. Since the physical knob provides haptic feedback while being rotated, we also integrated haptic feedback in the virtual knob. The real and virtual knob consist of a main body and a handle on top. For fine and coarse adjustments, the knob can be grabbed and rotated with a ’Grasp’ or a ’Pinch’ gesture. In a user study with 30 participants, we evaluated our system using objective measures and subjective metrics. The results show that participants reported a preference for having a haptic feedback and perceived it as more natural.
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Area 3 - Interaction Techniques and Devices

Full Papers
Paper Nr: 120
Title:

Exploring Extended Reality (XR) in Teaching AI: A Comparative Study of XR and Desktop Environments

Authors:

Miguel A. Feijoo-Garcia, Yiqun Zhang, Yiyin Gu, Alejandra J. Magana, Bedrich Benes and Voicu Popescu

Abstract: Artificial Intelligence (AI) concepts are abstract and difficult to understand. This paper explores how immersive technologies, such as extended reality (XR), can offer interactive learning experiences that can significantly enhance the educational outcomes of teaching fundamental concepts in artificial intelligence. This comparative study analyzes the effectiveness of an XR environment for introducing Neural Networks and Handwritten Digit Recognition by comparing the engagement, user experience, and learning outcomes of students using XR headsets (Meta Quest 3) to those relying on a traditional desktop setup. Engagement, usability, and user satisfaction were measured using standardized metrics, including the System Usability Scale (SUS), Immersion Presence Questionnaire (IPQ), User Satisfaction Questionnaire (USQ), and Net Promoter Score (NPS), on a diverse group of 56 participants. The findings indicate that the participants in the XR group reported higher levels of engagement and immersion than those in the desktop setting. Furthermore, they reported higher levels of satisfaction. They were more likely to recommend the experience for educational reasons compared to the users of the Desktop group, suggesting that XR technology increases motivation and may thus improve learning. Nevertheless, XR users recognized restrictions like unease or lack of familiarity with immersive technologies. In addition, this study highlights how XR can help transform science, technology, engineering, and mathematics education.
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Paper Nr: 345
Title:

Effects of Overloading Command Capacity of Multiplexed FastTap Menus on Spatial Learning in Tablets

Authors:

Sayeem Md Abdullah and Md. Sami Uddin

Abstract: Multiplexing can overload the command capacity of spatially stable tablet menus like FastTap by overlaying multiple tabs of commands. While multiplexed menus can facilitate spatial learning and quick command selections with a limited number of commands (20 items per tab), it is unclear whether multiplexed tablet menus support spatial learning as the capacity of each tab increases. To that end, we conducted a controlled study with four tab-based FastTap menus and investigated spatial learning in three sizes of tabs: Small (16 commands per tab), Medium (30), and Large (42). Results indicated that participants developed spatial memory of commands in all conditions; however, the spatial memory development rate significantly slowed down when the menu size grew. We discovered a reverse correlation between command capacity and spatial memory development in multiplexed contexts, which could guide the design of future spatial memory interfaces for tablets with increased command capacity.
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Short Papers
Paper Nr: 78
Title:

A Serious Game for Early Detection and Assessment of Social Apathy: A Pilot Study

Authors:

Cristina Díez Bort, Razeen Hussain, Valeria Manera, Manuela Chessa and Fabio Solari

Abstract: With increasing life expectancy, the prevalence of age-related disorders such as dementia, often preceded by mild cognitive impairment (MCI), has risen significantly. Among the early signs of cognitive decline, social apathy stands out as a key indicator, associated with an increased risk of progression to dementia. In this context, we present ApathySEED, a serious game developed to assess social apathy in individuals with MCI. The game uses decision-making in social scenarios to evaluate apathy across initiative, interest, and emotion subdomains. A pilot study involving 33 healthy participants was conducted to validate the game’s usability and effectiveness as a tool for assessing social apathy. Standardized questionnaires, including SUS, NASA-TLX, and AMI, were used to measure game performance, cognitive load, and apathy levels. Results suggest that ApathySEED is a promising tool for apathy assessment, with low cognitive load and high usability, making it suitable for future clinical utilization.
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Paper Nr: 88
Title:

Exploring Standard and Novel Interactions on a Multi-Touch-Enhanced Mouse

Authors:

Mahmoud Sadeghi and David Ahlström

Abstract: The mouse is the primary pointing device in desktop computing. Its shape and form have advanced over decades, but its functionality is still limited to basic interactions. Inspired by early work, we envision multi-touch enhanced mouse input. With two user studies, we first show that our simple multi-touch mouse prototype – a smartphone attached to the base of a mouse – compares well to a standard mouse in point-and-click and dragging tasks. In a third study, we explore the potential of multi-touch enhanced mouse input and show that with Depth-Drag, a new multi-touch interaction, users are up to 47% faster when navigating and moving objects between stacked desktop windows than when they use a regular mouse.
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Paper Nr: 105
Title:

Immersive versus Non-Immersive Virtual Reality Environments: Comparing Different Visualization Modalities in a Cognitive-Motor Dual-Task

Authors:

Marianna Pizzo, Matteo Martini, Fabio Solari and Manuela Chessa

Abstract: In fields like cognitive and physical rehabilitation, adopting immersive visualization devices can be unfeasible. In these cases, the main challenge is to develop Virtual Reality (VR) scenarios that still provide a strong sense of presence, usability, and user agency, even without full immersion. This paper explores a cognitive-motor dual-task in VR, consisting in counting and reaching, comparing three non-immersive visualization methods on a 2D screen (tracked perspective camera, fixed perspective camera, fixed orthographic camera) with the immersive experience provided by a head-mounted display. The comparison focused on factors like sense of presence, usability, cognitive load, and task accuracy. Results show, as expected, that immersive VR provides a higher sense of presence and better usability with respect to the non-immersive visualization methods. Unexpectedly, the implemented 2D visualization based on a tracked perspective camera seems not to be the best approximation of immersive VR. Finally, the two fixed camera conditions showed no significant differences in performance based on the type of projection.
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Paper Nr: 122
Title:

Combining Redirection with Common Game Elements

Authors:

Mathieu Lutfallah, Joel Hauser, Edoardo Negri and Andreas Kunz

Abstract: This study explores how integrating common game elements with redirection techniques influence user perception and whether they can be adjusted to induce higher gains and more movement. We tested four game elements: user interface spawning position, spawning of collectibles, interactions with non-player characters, and interactions with enemies. These elements were combined with rotational gains. Additionally, we examined the effects of terrains in combination with translational gains, as well as a new redirection technique inspired by slipping. Our findings indicate that combining game elements with rotational gains led to increased movement, providing greater opportunities for redirection while masking the manipulation. With proper adjustments, this approach can remain unobtrusive to the user experience. However, special terrains resulted in a similar detection of manipulation for both, the slipping method and the translational gains. This work paves the way for future research on integrating these game elements with rotational and translational gains.
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Paper Nr: 287
Title:

XR-Assisted 3D Reconstruction: Improving Model Quality Through Real-Time Feedback

Authors:

Colin Ummerle and Markus Friedrich

Abstract: This paper explores the potential for integrating extended reality (XR) technologies into image-based 3D reconstruction workflows to better assist users in the image acquisition process. The delay between image acquisition and visualization of the final 3D model often leads to data gaps and incomplete reconstructions, requiring manual post-processing. The proposed XR-based assistance system provides real-time feedback during scanning, significantly improving the quality of the results. The system uses off-the-shelf hardware to reduce overall costs. We compare the system with a traditional method as baseline and prove its effectiveness by a user study that measures both the user experience and the quality of the resulting 3D models.
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Paper Nr: 368
Title:

Virtual Kitchen: Using a Touch Table for Cognitive Rehabilitation in Activities of Daily Living

Authors:

Paul Richard, Emmanuelle Richard, Maxime Macé and Teddy Louisy

Abstract: A tool designed to assess and rehabilitate memory in patients with Mild Cognitive Impairment (MCI) or People with Dementia (PwD) is presented. This tool includes a touch table equipped with a 3D camera on top for motion capture and a 3D Virtual Kitchen application. The aim is to assess and strengthen their ability to memorize and reproduce the activity of preparing a cup of sweetened coffee with milk. An errorless learning method has been implemented to prevent the user from performing and remembering any erroneous actions while performing the task. We conducted a preliminary study with eight healthy participants to investigate the usability of the solution. The results suggest that Virtual Kitchen on Hôsea touch table is user-friendly, motivating, and requires a moderate workload. We assume that the use of the touch table to interact with the virtual objects will optimize the rehabilitation process for instrumental activities of daily living (IADLs).
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Paper Nr: 71
Title:

Hands-Free VR

Authors:

Jorge Askur Vazquez Fernandez, Jae Joong Lee, Santiago Andrés Serrano Vacca, Alejandra Magana, Radim Peša, Bedrich Benes and Voicu Popescu

Abstract: We introduce Hands-Free VR, a voice-based natural-language interface for VR that allows interaction without additional hardware just using voice. The user voice command is converted into text using a fine-tuned speechto-text deep-learning model. Then, the text is mapped to an executable VR command using an LLM, which is robust to natural language diversity. Hands-Free VR was evaluated in a within-subjects study (N = 22) where participants arranged objects using either a conventional VR interface or Hands-Free VR. The results confirm that Hands-Free VR is: (1) significantly more efficient than conventional VR interfaces in task completion time and user motion metrics; (2) highly rated for ease of use, intuitiveness, ergonomics, reliability, and desirability; (3) robust to English accents (20 participants were non-native speakers) and phonetic similarity, accurately transcribing 96.7% of voice commands, and (3) robust to natural language diversity, mapping 97.83% of transcriptions to executable commands.
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Paper Nr: 381
Title:

Sharing and Accessing Autobiographical Memories Tied with Media

Authors:

Francisco Ludovico and Teresa Chambel

Abstract: Autobiographical Memory is a vital cognitive tool, as it plays a crucial role in identity formation, helping individuals establish a sense of self and continuity across time; and it contributes to social bonding by enabling the sharing of personal narratives. In turn, movies, music, and other media types are always present in our lives due to being among the most relevant and emotional forms of entertainment and education. So much so that we can easily make connections between media and memorable moments and places in our lives, supporting autobiographical memory; and these important remembrances tend to be somehow shared with other people, like family and close friends. With that in mind, we present a user survey carried out to learn about user habits, preferences, and perceived needs in this context; an interactive web application being designed and developed to allow users to register, navigate, and share their memories associated with media, with spatio-temporal and emotional perspectives, aiming to support and strengthen sense of self and social bonding even across generations; and a preliminary user evaluation with encouraging results.
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Area 4 - Theories, Models and User Evaluation

Full Papers
Paper Nr: 96
Title:

Evaluating Preattentive Processing in Game Settings with Consistent Visual Scenes

Authors:

Ilir Jusufi and Niclas Andersson

Abstract: Preattentive processing refers to the human brain’s ability to rapidly detect specific visual features before conscious awareness. This study evaluates the effectiveness of preattentive processing in identifying objects with distinct features—motion, color, and shape—within controlled 3D game-like environments. Participants were shown a series of short game runs, each containing an object designed with one of these preattentive attributes, and were tasked with identifying these objects within a 250-millisecond window, the time frame optimal for preattentive processing. To minimize confounding variables, the visual complexity of the scenes was kept consistent, ensuring a uniform look and feel across trials. Results reveal that motion and color are highly effective in guiding attention, with participants achieving near-perfect accuracy. In contrast, shape detection was notably less accurate, with greater variability in responses, suggesting that shape may be less effective as a preattentive feature in visually dense 3D environments. Additionally, participants with gaming experience demonstrated better performance in shape-based tasks, hinting at the influence of prior visual processing experience. These findings contribute to understanding how visual complexity and uniformity impact preattentive processing in digital environments, with practical implications for designing visual tasks, game environments, and interfaces that guide user attention more effectively.
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Short Papers
Paper Nr: 123
Title:

HeyThere: Design and Evaluation of an Augmented Reality Multiplayer Social Game

Authors:

Wenxuan Zheng, Yuzheng Wu, Ziming Li, Yue Li, Diego Monteiro and Hai-Ning Liang

Abstract: Augmented reality (AR) head-mounted displays (HMDs) have rapidly evolved and demonstrated great potential in various domains, especially for mobile scenarios, including social gaming. In this paper, we present the design and evaluation of HeyThere, an AR HMD social game developed on the Microsoft HoloLens 2 and designed to foster face-to-face interactions among strangers. The game aims to enhance social interaction by facilitating initial ice-breaking and enabling users to build future interactions. It also introduces an element of ”serendipity” into the gaming experience. In the paper, we present our design choices for and implementation of HeyThere, taking advantage of interaction with virtual pets. Our user studies indicate that such a game like HeyThere promotes socialization with strangers and uncovers serendipitous aspects of life, thus enhancing players’ overall life satisfaction. This research contributes to introducing a new approach to social gaming in AR HMDs and provides valuable insights into the design and development of AR social games.
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Paper Nr: 204
Title:

Automatic Transcription and Detection of the MTM-1 Hand Motions Performed in Virtual Reality

Authors:

Valentina Gorobets, Roman Billeter and Andreas Kunz

Abstract: Methods-Time Measurement (MTM) is a predetermined time system that allows analyzing manual work processes by dividing performed motions into predetermined basic motions. We present an automatic transcription of hand and arm motions in Virtual Reality (VR) using the MTM-1 system. We describe two decision trees that deliver information about hand and arm motions when handling a virtual object (VO). Additionally, we discuss the DBSCAN algorithm to transcribe the rest of the arm motions that do not interact with VOs. The results of an automatic transcription are presented and compared to the ground truth obtained from a manual transcription. Finally, we discuss the results and further improvements of the algorithm.
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Paper Nr: 284
Title:

CSV: Visual Support for Understanding Card Synergy in Digital Collectible Card Games

Authors:

Yicheng Xue and Hiroshi Hosobe

Abstract: Digital Collectible Card Games (DCCGs) are a popular genre of video games that typically feature a continuously expanding pool of cards, requiring players to construct their own decks in order to play. However, the complexity of the game rules and the large number of cards cause information overload, resulting in various issues. In this research, we propose a framework to help users overcome information overload by providing a clear visualization of card synergies using 3D graphs. We employ text analysis and the co-occurrence network to calculate synergy scores between cards, and then represent the cards as nodes and their synergies as edges in our integrative 3D graph. In our experiment, we collected the decks of elite players as our dataset and visualized the synergies among approximately 1,000 cards in “Yu-Gi-Oh! Master Duel”. To evaluate our framework, we conducted a questionnaire survey and a usability test with people experienced in playing DCCGs. The results indicate that our framework effectively assists users in deck construction and understanding of the game, and also provide valuable insights for the further development into a full-scale supporting tool.
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Paper Nr: 339
Title:

The Exhausted Brain Theory: An Energy-Based Framework for Understanding Visually Induced Motion Sickness

Authors:

Diego Monteiro and Hai-Ning Liang

Abstract: Visually Induced Motion Sickness (VIMS) poses a persistent challenge in various scenarios, from virtual and augmented reality (VR/AR) to transportation and simulation-based training. Existing theories, such as sensory conflict and postural instability, offer partial insights but fail to fully explain the metabolic and cognitive dynamics underlying VIMS. This paper introduces the Exhausted Brain Theory, which proposes that VIMS arises from excessive energy demands on the brain as it recalibrates internal models to resolve conflicting sensory inputs. Drawing from computational neuroscience, information theory, and energy metabolism, the theory highlights how sensory conflicts overwhelm neural processing, deplete energy reserves, and disrupt predictive coding mechanisms. We discuss implications for modeling, detection, and mitigation of VIMS, including energy-efficient VR design, targeted acclimatization protocols, and personalized interventions. By integrating diverse perspectives, this theory provides a unifying framework to advance understanding of VIMS and guide future research on its prevention and management.
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Paper Nr: 422
Title:

Formalization of Pre-Learning Instructional Method Based on Information Processing of Learner Driver

Authors:

Yuta Kurihara, Motoki Shino, Wataru Miyazaki, Minori Kizaki, Katsuko T. Nakahira and Muneo Kitajima

Abstract: This study aims to formalize instructional methods for driving skill acquisition by examining learner drivers’ information processing during instruction. To examine the effects of pre-learning on skill development, experiments were conducted to analyze how procedural knowledge provided before practice influences skill acquisition. The experiment focused on two tasks: lane changes, which require precise execution of procedures at moderate speeds, and S-curve navigation, which involves controlling a vehicle on narrow roads. The results indicate that, for tasks requiring procedural accuracy, such as lane changes, providing procedural steps as semantic knowledge before practice facilitated their conversion into procedural memory through verbal repetition and stationary practice. In contrast, for S-curve navigation, effective skill acquisition was achieved by managing vehicle speed through intermittent stops. This approach reduced working memory load and enabled learners to more effectively predict vehicle position and orientation. This study underscores the importance of tailoring pre-learning strategies to the specific demands of each task and contributes to the development of instructional designs that enhance the efficiency and effectiveness of driving education.
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Paper Nr: 205
Title:

Impact of Starting Position on Decision-Making in Virtual Reality

Authors:

Valentina Gorobets, Mathieu Lutfallah, Khashayar Ilbegi Teymouri and Andreas Kunz

Abstract: Few studies have explored how a user’s initial starting position or physical obstacles in reality affect decision-making in virtual reality (VR), particularly when natural walking is used for locomotion. In this paper, we examine how the starting position in the real world influences walking path decisions in VR. 24 participants were positioned next to a physical wall before putting on a VR headset and then asked to walk through a narrow virtual corridor, making a left or right turn at a decision point. To ensure safety, we employed redirected walking techniques to subtly steer participants away from the real wall. Our results indicate that users remain aware of their physical starting position, influencing their directional choices in VR.
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