Excel to HTML
MONDAY 2 MARCH 2026
Perception of Augmented and Mixed Reality I (Joint Session with Human Vision and Electronic Imaging and Engineering Reality of Virtual Reality)
Session Chair: Alex Chapiro, Meta
08:30 - 10:30
Grand Peninsula A
08:30HVEI-207
HVEI KEYNOTE: How human vision science shapes future displays, Qi Sun, NYU (US) [view abstract]
Wearable display systems offer groundbreaking opportunities for rendering virtual content, sensing physical environments, and precisely tracking human behavior. With rapid advances in display optics, sensing, and machine learning, the hardware software pipeline of displays is undergoing a fundamental transformation. However, this transformation also demands a new understanding of how human perception and cognition interact with visual computing systems. In this talk, I will present our recent research on modeling visual perception and behavior to develop efficient and user-centric display systems. We explore how perceptual constraints can guide the optimization of rendering and sensing pipelines, enabling XR systems that allocate computation only where the human visual system is most sensitive. By combining psychophysical modeling, computational imaging, and generative methods, our work aims to align machine efficiency with human perception paving the way toward adaptive, perceptually grounded wearable displays that enhance realism, comfort, and performance. In particular, I will discuss how human visual acuity in color and luminance connect to the power consumption of near eye displays to answer the fundamental question "what's the visual quality gain per Watt of power usage?", and how perceptually guided algorithms may enable significant battery life extension. Additionally, I will share new insights on the necessity to further understand the consequential human behaviors --- such as how fast do we react to visual targets --- to avoid negative effects and risks for users using wearable displays in daily life.
09:20HVEI-208
Enhancing digital rear-view mirrors in trucks using overlayed graphics, Felicia Toerner, Lulea University of Technology (Sweden); Edith Shaodong Rosen, Lule University of Technology (Sweden); Shirin Rafiei, RISE Research Institutes of Sweden (Sweden); Bo Schenkman, RISE Research Institutes of Sweden (Sweden); Anders Djupsjoebacka, RISE Research Institutes of Sweden (Sweden); Boerje Andren, RISE Research Institutes of Sweden (Sweden); Kjell Brunnstroem, RISE Research Institutes of Sweden (Sweden) [view abstract]
As the automotive industry becomes more digitalized, safety and driver experience demand increase. One development is the shift from traditional side mirrors to digital ones a.k.a. camera monitoring systems, which offer better aerodynamics, wider views, and improved visibility. However, depth perception remains a challenge, and drivers may distrust systems perceived as unclear or unreliable. This study explores how different camera monitoring systems augmentations affect distance estimation during overtaking. Thirty participants viewed video clips across three road scenes using four interface types: one baseline and three with AR enhancements. They estimated vehicle distances, rated uncertainty, and shared preferences. The concept of using distance lines and vehicle outlines yielded the best results in both accuracy and user experience. It was seen as clear, reliable, and modern. A learning effect was noted, as baseline estimations improved after exposure to the augmented interface. The study recommends intuitive depth cues, accessible colors, and well-timed visual elements. Future research should explore sound cues, symbolic warnings, and long-term user acceptance.
09:40HVEI-209
The impact of blur on motion parallax and binocular disparity, Sophie Kergassner, Universita della Svizzera italiana (Switzerland); Piotr Didyk, Universit della Svizzera italiana (Switzerland) [view abstract]
Foveated rendering is a key technique for reducing computational load in immersive display systems by lowering image quality in the peripheral visual field while preserving high fidelity in the fovea. While its impact on spatial detail is well understood, its influence on other visual qualities such as depth from motion parallax remains unclear. In this work, we investigate how foveated rendering affects motion-based depth perception across the visual field. Building on our previous work on binocular disparity, we use a comparable experimental setup to isolate motion parallax as the sole depth cue and measure depth discrimination thresholds under varying levels of blur and eccentricity. Our initial results show that depth from motion is significantly impaired even by mild foveation, with stronger impairments at higher levels of blur. These findings suggest that motion-based depth cues may be more sensitive to foveated rendering than disparity cues, which we previously found to be largely unaffected in our earlier work. This research provides new insights into how different depth cues are affected by foveation and can guide the design of perceptually optimized foveation strategies for VR and AR applications.
Displays
Session Chair: Takashi Kawai, Waseda University
15:30 - 17:30
Grand Peninsula D
15:30
SD&A Welcome
15:40SDA-332
Hybrid scan multiviewer true perspective autostereo display, Steen Iversen, Realfiction ApS (Denmark) [view abstract]
A multi-viewer eye tracked 3D display is presented, delivering individual stereoscopic image pairs to multiple users, enabling both 3D depth and natural, selective eye contact for a group of people, for example for experiencing enhanced presence and emotional connection in embodied-AI and telepresence systems. A 4" concept demonstration unit is shown, comprising a 128 x 80 LED matrix (1.2 mm pitch) and an electrically suppressed helix ferroelectric liquid-crystal spatial light modulator scanning 64 vertically elongated parallax barrier slits (1.2mm pitch) operating with response times lower than 50 microseconds. The sequential scanning of the slits in the light modulator is synchronized with a non-sequential scanning of the LED matrix controlled by the eye tracking system, in order to deliver an individual image to each observing eye. The demonstration unit supports 3 viewers seeing individual stereoscopic images at up to 1.20 m viewing distance. Crosstalk remains low even with such many individual images, and no pixel blurring occurs even under strong depth parallax since view zones do not overlap like in non-eye tracked systems. The display operates at 60 -72 fps per eye and eye tracking operates at 120Hz. The scanning algorithm is novel and patent pending.
16:00SDA-333
Implementation of pseudo-convergence angle in eye tracking for CG-based lenticular naked-eye 3D displays, Yoshihiro Sato, Faculty of Design and Data Science, Tokyo City University (Japan); Mirika Yamashiro, Faculty of Design and Data Science, Tokyo City University (Japan) [view abstract]
Naked-eye 3D displays offer a convenient, glasses-free experience but often cause visual fatigue due to the vergence-accommodation conflict. This issue is particularly pronounced when viewing images with large parallax, as the observer's eyes must unnaturally decouple convergence from focus. This study proposes and evaluates a system designed to provide a more natural and comfortable sense of depth. We integrate eye-tracking technology to dynamically adjust the convergence angle of the displayed stereoscopic image, aligning it in real-time with the observer's point of gaze. Experiment confirmed that on a conventional display with a fixed convergence point, objects outside a depth range of approximately 1 meter appeared blurred and induced crosstalk. And, in a subsequent subjective evaluation, participants could comfortably shift their gaze between objects at various depths. The target of their gaze became clear and sharp, demonstrating the successful reproduction of a pseudo-convergence angle.
16:20SDA-348
SD&A KEYNOTE: Embodying the Machine: Strategies and Frameworks for Ethical XR, Michelle Cortese, Meta (US) [view abstract]
This presentation compiles a decade's worth of strategies and subject-matter that have proven successful in teaching augmented, virtual and extended reality (AR, VR, XR) concepts and practices. The methodologies in this talk have been successfully applied: in academia at NYU's Interactive Telecommunications program (in the form of a 14-week graduate class); in the tech industry at Meta Reality Labs' Metaverse department (in the form of an internal upskilling program); in summary form at various conferences; and in as an upcoming book (to be published via Intellect Books in 2027). The material argues that to build and use XR experiences, it’s not enough to learn the hard skills—it’s also our responsibility to prime ourselves for the human impact of the medium. As a means to develop XR experiences that are both enjoyable and accountable, this learning approach proposes we borrow structures and principles from Hedonomics, a branch of ergonomic science that facilitates pleasurable human-technology interaction. Through the Hedonomic Pyramid, we’re able to section our thinking off into regions (Safety, Function, Usability, Pleasure and Individuation) and map out industry-tested XR concepts for each. The result is a hierarchical checklist of proven principles, specifications and practices built to serve as a quickstart guide for implementing inclusive and holistic XR interfaces and systems.
SD&A 3D Theatre
17:30
Grand Peninsula D
TUESDAY 3 MARCH 2026
Human Factors
Session Chair: Andrew Woods, Curtin University
08:30 - 10:30
Grand Peninsula D
08:30SDA-334
Oculomotor behavior in response to vergence-accommodation conflict, Eric Seemiller, KBR, Inc (US); Eleanor O'Keefe, KBR, Inc. (US); Lance Kielbaso, KBR, Inc (US); Matthew Ankrom, KBR,Inc. (US); Marc Winterbottom, 711th Human Performance Wing, Air Force Research Laboratory (US) [view abstract]
When viewing a stereoscopic 3D display, the stimuli for binocular vergence (binocular disparity) and accommodation (defocus) are often in disagreement, leading to vergence-accommodation conflict (VAC). This is likely a significant source of discomfort and greatly affects the usability of such displays. One possible oculomotor strategy to mitigate the strain from VAC is to constrict the pupil, which serves to increase the depth of focus and reduce accommodative demand. The goal of this investigation was to analyze the relationship of the accommodation and pupil response while performing a precision depth task using a stereoscopic 3D display with varying degrees of VAC. Over the course of one-hour epochs, refractive error and pupil size were recorded at 50 Hz using an eccentric photorefractor (PowerRef 3; PlusOptix, Kennesaw, GA). We found multiple strategies for mitigating VAC, including the recruitment of pupil miosis. Though this likely served to reduce accommodative demand and relax VAC, not all participants employed this oculomotor strategy, suggesting individual differences that may relate to general discomfort and usability.
08:50SDA-335
The effects of vertical misalignment in a stereoscopic display during a long-haul aerial refueling simulation, Eleanor O'Keefe, KBR (US); Eric Seemiller, KBR; Lance Kielbaso, ; Marc Winterbottom, US Air Force (US) [view abstract]
With increased use of stereoscopic devices, it is important to emulate real-world practices and study physiological and perceptual effects over long viewing periods. Devices may not always be perfectly aligned, and alignment of the stereo imagery may shift with use. In this experiment, we investigated the impact of vertical misalignment between left and right-eye imagery during stereoscopic remote vision system (sRVS) use. For three-hour sessions, participants performed a simulated aerial refueling task. Their goal was to fly the boom into a receiver aircraft receptacle as quickly as possible without scratching the aircraft. After each successful connection, the participant monitored several systems, which required changes to version and vergence position, while binocular eye position was recorded. While univariate analysis showed oculomotor changes over time only, multivariate analysis revealed a more complex relationship between eye movement behavior and vertical misalignment. A visual comfort survey confirmed these findings. These results identify eye movement behavior that is sensitive to changes in stereoscopic misalignment and has the potential to be used to indicate oncoming fatigue.
09:10SDA-336
Virtual reality and anhedonia: Exploring reward processing and emotional numbing, Dan Benedict, Colorado State University (US); Marie Vans, Colorado State Univesity (US) [view abstract]
Anhedonia is a psychological condition defined as the reduced capacity to experience pleasure with an increase in emotional numbness.Anhedonia, while not popular by name, is a commonly met symptom associated with post-traumatic stress disorder (PTSD), depression, and anxiety. This condition is increasingly understood as a deviation in the brain s reward processing system, particularly in the anticipatory and consummatory phases. Research suggests that emotional numbing and chronic stress occur when dopamine pathways and motivational drive are disrupted.In this paper, a deep dive is taken into how Virtual Reality immersive programs, used in exposure therapy for treating anxiety disorders, can be adapted and programmed to specific scenarios that may help induce anhedonic states. The paper uses the Unpredictable Chronic Mild Stress (UCMS) model in animals to propose that VR scenarios simulating sensory deprivation and emotional desensitization stressors may replicate core features of anhedonia. Virtual platforms can be used to mimic disruptions in the hypothalamic-pituitary-adrenal (HPA) axis and reward circuitry. Why is inducing anhedonia worth exploring? Inducing anhedonia in a controlled VR environment can help study whether this temporary psychological state can act as a bridge that can be used to mitigate negative reactions in humans, such as claustrophobia. When a subject experiences a temporal emotional numbing, it gives researchers the ability to reduce the emotionally heightened reactions commonly triggered by confined spaces. Ultimately, this research offers a novel direction in the use of VR: not only as a therapeutic tool but also as a controlled experimental medium to investigate emotional numbing and reward dysfunction.
09:30SDA-337
Basic characteristics of body-visual interaction in mixed reality environments, Yusuke Ohira, Waseda Unibversity (Japan); Kazuki Deguchi, Waseda University (Japan); Yoshihiro Banchi, Waseda University (Japan); Takashi Kawai, Waseda University (Japan) [view abstract]
Mixed reality (MR) integrates virtual content with the physical world, enabling users to place virtual objects in real environments and interact with or observe them. As MR technologies advance, such experiences are becoming increasingly common. However, it remains unclear how the visual and interactive representation of virtual objects influences users, and few studies have examined users behavioral responses to virtual objects. We investigated whether representation factors (interactivity, transparency, and size) affect users sense of presence and their behaviors toward the object (e.g., avoidance or displacement). Here, interactivity refers to whether users can touch the virtual object. In two experiments (desk-scale and room-scale) conducted, participants performed a reaching task toward a real target located behind a virtual object whose representation factors were manipulated. Presence and behavior were assessed using subjective ratings and objective measures from tracking data and video observations. Perceived presence varied with interactivity, transparency, and size, whereas avoidance and displacement behaviors showed no reliable differences across conditions. Nonetheless, the results suggest that behavioral responses may emerge when interaction demands are stronger or the scale of interaction is larger. Overall, representation affected perceived presence but did not reliably change avoidance or displacement behavior in this task.
09:50SDA-356
Case study – two VR180 3D student internships – immersive nature and moot court, Haotian Luo, Zo Carlsson, Rachel Sheffield, Michael Dizon, Craig Sims, Michael Ovens, Andrew Woods, Curtin University (Australia)
[view abstract]
10:10SDA-357
Albany then & now: matching stereo-views from 1858 with the modern day, Andrew Woods, Tomas Szabo, Curtin University (Australia)
[view abstract]
Capture and Playback
Session Chair: Takashi Kawai, Waseda University
11:00 - 11:40
Grand Peninsula D
11:00SDA-338
Adaptive video playback: Extending the CubicSpace model to video, Nicholas Routhier, CubicSpace Technologies Inc. (Canada) [view abstract]
CubicSpace technology was originally designed to ensure natural and comfortable 3D playback of stereoscopic images by characterizing their intrinsic disparities and adapting the playback accordingly. Until recently, our video adaptation relied on generic disparity estimates. However, diverse real-world content quickly showed that this approach was too limited, making it necessary to characterize disparities specifically for each sequence.Delivering such an adaptation required new decisions and trade-offs. Unlike static content, video playback demands fast processing, temporal stability, and careful handling of continuously changing depth cues. Our challenge was to build on the efficiency of our image-based pipeline while ensuring that results remained natural and comfortable in motion, without requiring resource-heavy computation.In this presentation, we will share the journey of extending the CubicSpace model to video. From managing abrupt depth transitions to preserving viewing comfort in long sequences, we will highlight the design choices and technical barriers we faced. Examples from real-world content will illustrate the problem space, and we will discuss how our adaptive characterization lays the foundation for a consistent and comfortable 3D video experience across consumer devices.
11:20SDA-339
Aerial-imaging light-field camera with wide-viewing angle for real-time 3D imaging, Kotaro Sakamoto, Osaka Institute of Technology (Japan); Shoma Kono, Osaka Institute of Technology (Japan); Masanori Morimoto, Osaka Institute of Technology; Masahiro Kawakita, Osaka Institute of Technology [view abstract]
Conventional light-field (LF) cameras are typically limited to narrow viewing angles for capturing light rays emitted from objects. We proposed an aerial-imaging light field (ALF) camera that forms aerial images of objects and captures them via a lens array with wide viewing angles. Using a prototype lenticular lens array, we achieved a 36.1 viewing angle and captured more horizontal perspectives.The elemental images were then input into an integral 3D displaywith the same lens array, allowing real-time, glasses-free 3D imagedisplay. Based on this functionality, we developed a prototype real-time 3D video communication system combining an ALF cameraand an integral 3D display.
AI & XR for Education (Joint Session with Engineering Reality of Virtual Reality and Human Vision and Electronic Imaging)
Session Chair: Bjorn Sommer, Royal College of Art
11:40 - 12:40
Grand Peninsula D
11:40SDA-340
Virtual reality in engineering education: A survey of applications, trends, and challenges, Rojin Manouchehr, University of Nevada, Reno (US); Sergiu Dascalu, University of Nevada, Reno (US) [view abstract]
The use of Virtual Reality (VR) in education, specifically in engineering, is rapidly increasing due to the immersive and interactive learning environments provided by them, that go beyond traditional classroom methods. While most studies report benefits such as enhanced engagement and improved learning outcomes, the literature remains fragmented across different domains and methodologies. Synthesizing representative works is essential to capture both persistent challenges and emerging opportunities as this is a growing field. This work presents a survey of VR in engineering education, drawing on representative studies from 2012–2025. We group applications into three categories: conceptual and visualization learning, procedural and safety training, and gamified or collaborative approaches. Our analysis highlights consistent benefits of VR for engagement and visualization, identifying unresolved issues such as evaluation rigor, scalability, and curricular integration. This survey highlights the importance of continued synthesis in a rapidly expanding research area.
12:00SDA-341
MAIVE: A multi-agent AI-driven immersive virtual reality environment for astronomy education, Francia Fuentes Riesco, Colorado State University (US); Marie Vans, Colorado State University (US) [view abstract]
12:20SDA-342
A comparative study on memory strategy adaptation in XR vocabulary learning, Nicko Caluya, Ritsumeikan University (Japan); Damon Chandler, Ritsumeikan University (Japan); Minxu Yang, Ritsumeikan University (Japan) [view abstract]
With the rapid advancement of extended reality (XR) technologies in education particularly Augmented Reality (AR) and Virtual Reality (VR) there is a growing need to understand how these platforms influence cognitive learning processes. Vocabulary acquisition, a core aspect of second-language learning, heavily relies on memory strategies. However, it remains unclear how platform-specific features such as contextual anchoring in AR or spatial immersion in VR interact with different strategies to affect learning outcomes.This study examines how two key memory strategies semantic association and spatial positioning perform in AR and VR environments during second-language vocabulary learning. Specifically, it investigates whether a strategy platform compatibility exists, where certain strategies may be more effective depending on the platform s cognitive affordances.
Marine Applications (Joint Session with Engineering Reality of Virtual Reality)
Session Chair: Nicholas Routhier, CubicSpace Technologies, Inc.
15:30 - 16:10
Grand Peninsula D
15:30SDA-343
Trans-oceanic stereoscopic experimentation: Co-visualizing quantitative & qualitative ocean data to reveal climate change tipping points on & above the ocean, Ashley Hall, Royal College of Art (United Kingdom); Jazzy Black, Royal College of Art (United Kingdom); Phil McNally, (US); Rian Stephens, Royal College of Art (United Kingdom); Elise Hodson, Royal College of Art (United Kingdom); Bjorn Sommer, Royal College of Art (United Kingdom) [view abstract]
We report on our experimental experience during a 20-day voyage across the Labrador Sea on a research vessel between Greenland and Canada capturing stereoscopic data and other forms of data to support a project connecting quantitative and qualitative data to improve links between ocean science and public awareness of ocean stressors. Capturing stereoscopic videos on a moving ship in the North Atlantic on a variety of devices is challenging from camera position off-ship, vibrations and wind buffeting along with the necessary data routines, software, workflows, processing capacity, assessing baseline to 3d depths and the creative aspect of capturing video intended for later data layering and 3d integration. Alongside planned stereoscopic capture we also encountered some serendipitous events which improved the materials we captured. Our conclusions make recommendations for the technical approach for this type of capture at sea and for the potential of using stereoscopic spatial video to make hard to read environment and complex data sets more tangible to encourage engagement with future ocean relations.
15:50SDA-344
Virtual reality for environmental sustainability: Case cruise entertainment, Eero Nirhamo, University of Turku (Finland); Olli Heimo, University of Turku (Finland); Teijo Lehtonen, University of Turku (Finland) [view abstract]
This paper outlines a study exploring the potential of implementing a behavior change intervention via virtual reality (VR) to further sustainability communication. A prototype experience was created and tested utilizing the distinctive possibilities of VR, in the context of doubling as entertainment for cruise guests. Tailoring sustainability information to a specific audience while being entertaining, utilizing the features and understanding the limitations of VR in this context were some of the challenges faced. The methods utilized to overcome these barriers should provide valuable insight on the practical application of VR, and understanding the interplay of sustainability communication and the features of VR has the potential to help create powerful tools for fighting climate change. A large number of users (n = 70) played through the interactive VR story experience of building a ship, choosing between sustainable and unsustainable options. The survey filled after the experience employed both traditional and novel information gathering methods, revealing avenues for improvement such as tutorializing and limiting VR sickness, while also proving success in creating an interesting VR sustainability story with a great user experience. As sustainability behavior change applications have previously largely utilized long-term, non-VR applications, the results of this novel multidisciplinary study should prove meaningful. The analysis of the wide range of survey questions enabled efficient analysis of the data, providing answers to the research questions and helping advance the scholarship of VR.
Business Innovation (Joint Session with Engineering Reality of Virtual Reality)
Session Chair: Eleanor O'Keefe, KBR
16:10 - 16:50
Grand Peninsula D
16:10SDA-345
The road to CubicScreen, Nicholas Routhier, Cubic Space [view abstract]
With the launch of Spatial Photos and Spatial Videos on recent iPhones, a new opportunity emerged for everyday users to capture stereoscopic memories. Yet, these devices offered no simple way to view this content in true 3D without a headset. CubicSpace set out to design a product that could make mobile 3D viewing accessible and intuitive, focusing on user-generated content as the clearest value proposition.Delivering such a product required a journey of decisions and trade-offs. From filter design to calibration and eye-tracking, multiple paths were possible, each with different compromises. Using a smartphone as the host platform also introduced unique stereoscopic challenges that demanded careful solutions.In this presentation, we will share how these challenges were addressed from handling both portrait and landscape orientations comfortably to minimizing ghosting while preserving a flawless 2D experience. We will walk through the design journey, the key technical barriers, and the reasoning behind our choices, showing how CubicScreen evolved into a consumer-ready product for reliving personal memories in natural, glasses-free 3D.
16:30SDA-346
Future virtual conferencing: From web-based technologies to extended reality, Bjorn Sommer, Royal College of Art (UK) [view abstract]
Virtual conferences might be explored in the future using virtual reality (VR) approaches, such as by using online 2.5D or 3D environments to spatially explore venues in a browser. These approaches were especially popular during the COVID pandemic and enabled otherwise physically isolated professional and scientific employees to explore virtual conferences in a spatial and playful way, while experiencing serendipitous interaction and spontaneous group formations [SSL+22]. After the popularity of these approaches decreased after the pandemic, current challenges like reduction of travel budgets across industries and academia, as well as geopolitical tensions might soon lead to a revival of these approaches. Going a step further, other frameworks enable the use VR headsets to explore venues in 3D [LMO20, LBK+23]. Although this technology is currently limited in its use and requires special hardware, the extended reality (XR) community, which encompasses VR, augmented reality, mixed reality, and spatial computing, is constantly growing, and it is expected that these approaches will become more mainstream for virtual conferencing. As we acknowledge the potential these approaches may have in the future, a more immediate focus could be AR. The big advantage of AR is that it allows the overlaying of virtual components including text, pictures, videos and 3D objects over real-world components, like posters, via a smartphone or tablet. This can help to improve data comprehension versus a static chart, by facilitating the addition of supporting annotations or animations that would otherwise be absent. Already now there are many XR devices providing an enhanced user experience and high affordability. Moreover, a couple of AR devices will be released in the following months which will enable the user-friendly usage of AR in conjunction with AI technologies. In this work we will discuss a couple of basic principles for future presentation in the virtual space as well as provide a number of examples of how to present posters in a virtual environment.
WEDNESDAY 4 MARCH 2026
AI & XR for Health Applications (Joint Session with Engineering Reality of Virtual Reality)
11:00 - 12:20
Grand Peninsula D
11:00ERVR-187
"Say bye for hi": XR mourning ritual with AI-powered avatar in the aftermath of a national tragedy, Hae Jung Suk, VHEX Lab. Co., Ltd. (Republic of Korea); Yeibeech Jang, Ajou University (Republic of Korea); Teemu Laine, Ajou University (Republic of Korea) [view abstract]
Cutting-edge technology not only brings about external changes in human society but also triggers profound emotional shifts within individuals. Immersive psychological technology, which applies the cognitive effects of Extended Reality (XR), Artificial Intelligence (AI), and Virtual Human(VH) across diverse fields, is the therapeutic approach chosen by VHEX Lab. Co., Ltd. SITh (Self-Insight Therapy) is an innovative example of this technology, grounded in the Gestalt psychotherapy techniques derived from it. This study introduces a single case where technology assisted bereaved family members in overcoming grief following a tragic aircraft disaster in South Korea in December 2024. It demonstrates how technology enables a third party to safely intervene in the healing process of grief experienced by those who have lost family members. This XR-based mourning ritual case study and the bereaved family member's interview suggest a desirable direction for evolving traditional healing approaches, which have long sought to understand people, through technology.
11:20ERVR-189
Virtual reality-based AI mental health companion: A multimodal system for therapy, mindfulness, and stress detection, Sharad Sharma, Johannas Katikala, Keerthana Srinivasan, Preetom Roy Ovi, Sam Holagh, Navatha Maloth, Ana Cleveland, Timothy McMahan, Regina Kaplan-Rakowski, University of North Texas (US) [view abstract]
Virtual Reality (VR) has recently attracted more attention in mental health applications due to its ability to immerse users in controlled and interactive environments. This paper presents a VR-Based AI Mental Health Companion, a multimodal system designed to support therapy, mindfulness, and real-time stress detection within immersive virtual reality (VR) environments. The system integrates artificial intelligence (AI) techniques by including natural language processing, emotion recognition, and physiological signal analysis by creating personalized mindfulness experiences and interactive meditation coaching. GPT-powered non-player characters (NPCs) are designed with specific therapeutic roles in mind, such as guided mindfulness facilitation, emotional support, and stress-aware conversational therapy. The system employs pose estimation to identify key body points and apply rule-based logic to assess posture accuracy during guided yoga exercises, providing real-time feedback to support correct movement execution. The work also includes biometric integration, such as EEG monitoring for enhanced emotional sensing. Expanding language support, increasing the diversity of pose datasets, and incorporating feedback from clinical professionals help refine the system. By combining immersive VR environments, GPT-driven therapeutic NPCs, and real-time posture validation, the proposed VR-Based AI Mental Health Companion demonstrates the potential of AI–VR convergence as a scalable approach to mental health care, with promising applications in stress management and preventative therapy.
11:40ERVR-189
Virtual reality 3D puzzles for sustaining cognitive and motor skills in seniors, Regina Kaplan Rakowski, University of North Texas (US); Fred McMahan, University of North Texas (US) [view abstract]
This pilot study examines the potential of high-immersion virtual reality (VR) 3D puzzles to support cognitive and motor skills among older adults. Twenty-five participants (aged 60+, M = 72) attended a VR workshop that included an instructional lecture and hands-on puzzle construction tasks in a virtual environment. The puzzles required spatial rotation, hypothesized to stimulate spatial memory and cognitive processing, while the use of hand controllers engaged fine motor skills. Gamified features such as time tracking, adjustable difficulty, and motivational sound cues were incorporated to sustain engagement and challenge. The virtual setting also integrated relaxing music and customizable color schemes to enhance mindfulness and reduce anxiety. Post-session questionnaires and interviews indicated high engagement (M = 4.34, SD = 0.59), strong sense of presence (M = 3.13, SD = 0.91), increased mindfulness, and low anxiety levels. Participants reported enjoyment and perceived benefits for mental and physical activity. These preliminary findings suggest that immersive VR puzzles may provide a promising tool for maintaining cognitive and motor function in older adults.
12:00ERVR-190
"Simulating epidemic response and communication using AI-powered NPCs in virtual reality, Faria Alam, Sharad Sharma, Pretom Roy Ovi, K.S.M. Tozammel Hossain, University of North Texas (US) [view abstract]
Ineffective communication is a common problem during public health emergencies, as false information and a lack of trust limit the effectiveness of solutions. The variety and adaptability of real-world interactions are not properly captured by the rule-based, homogeneous models of epidemic communication that are currently in use. We created a 3D Unity-based simulation platform with AI-driven non-player characters (NPCs) who engage naturally and according to their roles in epidemic scenarios in order to address this gap. The framework rectifies the limitations of conventional epidemiological models by integrating various AI-powered agents that exhibit adaptive and context-sensitive decision-making capabilities. A GPT-driven clinician and a Convai-powered public health officer interact with each other and with users, coordinated through behavior trees for timing and actions, and prompt pipelines for phrasing and delivery. Each conversation is tracked by the system with metadata for assessing clarity, validity, and trust. The results show that realistic, multi-agent interaction that is controlled and reliable while adjusting to context can be successfully simulated. This framework offers a flexible, ethical, and scalable testbed for computational epidemiology, training, and intervention testing. It may find use in policy evaluation, trust-building tactics, and outbreak preparedness.