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Autonomous vehicles (AVs) tend to disrupt the atmosphere and pedestrian experience in urban shared spaces, undermining the focus of these spaces on people and placemaking. We investigate how external human-machine interfaces (eHMIs)…
TouchVR is a novel wearable haptic interface which can deliver multimodal tactile stimuli on the palm by DeltaTouch haptic display and vibrotactile feedback on the fingertips by vibration motors for the Virtual Reality (VR) user. DeltaTouch…
In this paper we introduce a novel approach that enables users to interact with a mobile robot in a natural manner. The proposed interaction system does not require any specific infrastructure or device, but relies on commonly utilized…
Physical keyboards are common peripherals for personal computers and are efficient standard text entry devices. Recent research has investigated how physical keyboards can be used in immersive head-mounted display-based Virtual Reality…
We developed a novel assessment platform with untethered virtual reality, 3-dimensional sounds, and pressure sensing floor mat to help assess the walking balance and negotiation of obstacles given diverse sensory load and/or cognitive load.…
We present a sample implementation of a Virtual and Augmented Reality immersive environment based on Free and Libre Open Source Hardware and Software and the HTC Vive system, used to enhance the immersive experience of the user and to track…
In this paper, we investigate the utility of head-mounted display (HMD) interfaces for navigation of mobile robots. We focus on the selection of waypoint positions for the robot, whilst maintaining an egocentric view of the robot's…
Physical touch, a fundamental aspect of human social interaction, remains largely absent in real-time virtual communication. We present a haptic-enabled multi-user Virtual Reality (VR) system that facilitates real-time, bi-directional…
Most locomotion methods for humanoid robots focus on leg-based gaits, yet natural bipeds frequently rely on hands, knees, and elbows to establish additional contacts for stability and support in complex environments. This paper introduces…
Robot teleoperation via augmented reality (AR) offers a promising path toward more intuitive human-robot interaction (HRI). We present a head-mounted AR 'puppeteer' system in which users control a physical robot by interacting with its…
As the capability and complexity of UAVs continue to increase, the human-robot interface community has a responsibility to design better ways of specifying the complex 3D flight paths necessary for instructing them. Immersive interfaces,…
Ankle push-off largely contributes to limb energy generation in human walking, leading to smoother and more efficient locomotion. Providing this net positive work to an amputee requires an active prosthesis, but has the potential to enable…
An increasing number of studies employ virtual reality (VR) to evaluate interactions between autonomous vehicles (AVs) and pedestrians. VR simulators are valued for their cost-effectiveness, flexibility in developing various traffic…
Variable impedance actuators (VIAs) as tool devices for teleoperation could extend the range of tasks that humans can perform through a teleoperated robot by mimicking the change of upper limb stiffness that humans perform for different…
As both legged robots and embedded compute have become more capable, researchers have started to focus on field deployment of these robots. Robust autonomy in unstructured environments requires perception of the world around the robot in…
Even though architectural modelling radically evolved over the course of its history, the current integration of Augmented Reality (AR) and Virtual Reality(VR) components in the corresponding design tasks is mostly limited to enhancing…
In this article, we report on the design and evaluation of an external human-machine interface (eHMI) for a real autonomous vehicle (AV), developed to operate as a shared transport pod in a pedestrianized urban space. We present insights…
The most commonly used interface between a video game and the human user is a handheld "game controller", "game pad", or in some occasions an "arcade stick." Directional pads, analog sticks and buttons - both digital and analog - are linked…
Situated visualization blends data into the real world to fulfill individuals' contextual information needs. However, interacting with situated visualization in public environments faces challenges posed by user acceptance and contextual…
To induce the Sense of Embodiment~(SoE) on the virtual 3D avatar during a Virtual Reality~(VR) walking scenario, VR interfaces have employed the visuotactile or visuomotor approaches. However, people with reduced lower-body mobility and…