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This paper addresses the concept of materiality in virtual environments, which we define as being composed of objects that can influence user experience actively. Such virtual materiality is closely related to its physical counterpart,…
Virtual try-on (VTO) applications aim to replicate the in-store shopping experience and enhance online shopping by enabling users to interact with garments. However, many existing tools adopt a one-size-fits-all approach when visualizing…
As augmented reality (AR) becomes increasingly integrated into everyday life, ensuring the safety and trustworthiness of its virtual content is critical. Our research addresses the risks of task-detrimental AR content, particularly that…
One of the main challenges of advancing task-oriented learning such as visual task planning and reinforcement learning is the lack of realistic and standardized environments for training and testing AI agents. Previously, researchers often…
Shopping is a routine activity for sighted individuals, yet for people who are blind or have low vision (pBLV), locating and retrieving products in physical environments remains a challenge. This paper presents a multimodal wearable…
I-nteract is a cyber-physical system that enables real-time interaction with both virtual and real artifacts to design 3D models for additive manufacturing by leveraging on mixed reality technologies. This paper presents novel advances in…
In this paper, we describe various technologies that are being used in virtual garment fitting and simulation. There, we have focused about the usage of anthropometry in clothing industry and avatar generation of virtual garment fitting.…
Augmented Reality, or simply AR, is the incorporation of information in digital format that includes live footage of a certain user's real-time environment. Also now, various universities are using Augmented Reality. Applying the technology…
Most popular goal-oriented dialogue agents are capable of understanding the conversational context. However, with the surge of virtual assistants with screen, the next generation of agents are required to also understand screen context in…
Despite the services of sophisticated search engines like Google, there are a number of interesting information sources which are useful but largely inaccessible to current Web users. These information sources are often ad-hoc,…
This paper introduces Scene-LLM, a 3D-visual-language model that enhances embodied agents' abilities in interactive 3D indoor environments by integrating the reasoning strengths of Large Language Models (LLMs). Scene-LLM adopts a hybrid 3D…
The complexity of the data generated by (magneto)-hydrodynamic (HD/MHD) simulations requires advanced tools for their analysis and visualization. The dramatic improvements in virtual reality (VR) technologies have inspired us to seek the…
To fill the lack of research efforts in virtual assembly of modules and training, this paper presents a virtual manipulation of building objects in an Immersive Virtual Environment (IVE). A worker wearing a Virtual Reality (VR) head-mounted…
This article is based on studies of the existing literature, focusing on the states-of-the-arts on virtual reality (VR) and its potential uses in learning. Different platforms have been used to improve the learning effects of VR that offers…
Among the existing E-Commerce applications, online auctions are the most influential ones. Their impact on trading in the B2B (business to business) as well as in the B2C (business to consumer) and C2C (consumer to consumer) areas will be…
Websites are regarded as domains of limitless information which anyone and everyone can access. The new trend of technology put us to change the way we are doing our business. The Internet now is fastly becoming a new place for business and…
We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human…
We analyze 18 million rows of Wi-Fi access logs collected over a one year period from over 120,000 anonymized users at an inner-city shopping mall. The anonymized dataset gathered from an opt-in system provides users' approximate physical…
The Web 2.0 paradigm has radically changed the way businesses are run all around the world. Moreover, e-Commerce has overcome in daily shopping activities. For management teams, the assessment, evaluation, and forecasting of online incomes…
As consumer adoption of immersive technologies grows, virtual avatars will play a prominent role in the future of social computing. However, as people begin to interact more frequently through virtual avatars, it is important to ensure that…