XR Research: Extended Reality, Spatial Interaction & QoE
Research overview
I investigate how immersive and interactive systems can be designed and evaluated to improve experience quality, task performance, and trust.
What I Research (in plain language)
I study how virtual and augmented reality systems can be built so they actually work well for people — not just technically, but in terms of how natural, comfortable, and useful they feel. My lab measures user experience using questionnaires, eye tracking, and physiological sensors, and applies these findings to improve VR/AR for training, healthcare, and everyday use.
What distinguishes this lab
Most XR research either studies interaction in the lab or measures physiology separately. We do both together, and we take XR outside the lab — into hospitals, public spaces, and safety-critical training environments. This combination — multimodal measurement (EEG, eye tracking, behavioral coding) coupled with ecologically valid XR deployments — lets us answer questions that neither approach alone can address: not just “does this feel good?” but “what do bodies and brains reveal about quality that users cannot consciously articulate?”
The result is a research profile that crosses from standardization (ITU-T, ETSI) to clinical deployment, with a unifying thread: making immersive systems measurably better for real people in real contexts.
Methods toolbox
Eye tracking · Physiological sensing · Behavioral coding · QoE questionnaires · Simulator studies · Statistical analysis · Multimodal fusion
Related outputs: Psychophysiology-tagged work and QoE-tagged work.
Cross-cutting application domains
Safety-critical training · Public-space MR · Digital twins · Health communication · Intelligent agents
Research lines
XR & Spatial Interaction
Why it matters: Spatial interaction quality directly influences usability, social acceptance, and deployment readiness.
Representative outputs
- Working with Mixed Reality in Public: Effects of Virtual Display Layouts on Feeling of Safety, Productivity and Social Acceptability
- Influence of Interactivity and Social Environments on User Experience and Social Acceptability in Virtual Reality
- Experiencing Dynamic Weight Changes in Virtual Reality Through Pseudo-Haptics and Vibrotactile Feedback
Representative projects
Quality of Experience (QoE)
Why it matters: QoE data links technical system behavior to perceived quality, trust, and adoption.
Representative outputs
- VR Cloud Gaming UX: Exploring the Impact of Network Quality on Emotion, Presence, Game Experience and Cybersickness
- Dynamic and Responsible Digital Twins for Extended Reality
- Editorial: User states in extended reality media experiences for entertainment games
Representative projects
Psychophysiology & Behavioral Measurement
Why it matters: Multimodal measurements help quantify user state beyond self-report alone.
Representative outputs
- Using Electroencephalography to Analyze Sleepiness due to Low-quality Audiovisual Stimuli
- The Impact of Social Environment and Interaction Focus on User Experience and Social Acceptability of an Augmented Reality Game
- Real-time affect detection in virtual reality: a technique based on a three-dimensional model of affect and EEG signals
Representative projects
Digital Health & Learning
Why it matters: Human-centered XR can improve engagement and measurable outcomes in education and health communication.
Representative outputs
- The digitalization of healthcare for older adults (book editorship)
- Browse all digital health publications
Representative projects
