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User embodiment is important for many virtual reality (VR) applications, for example, in the context of social interaction, therapy, training, or entertainment. However, there is no validated instrument to empirically measure the perception…
The commercialization of Virtual Reality (VR) headsets has made immersive and 360-degree video streaming the subject of intense interest in the industry and research communities. While the basic principles of video streaming are the same,…
The problem of building a coherent and non-monotonous conversational agent with proper discourse and coverage is still an area of open research. Current architectures only take care of semantic and contextual information for a given query…
In this research, we are concerned with the applicability of virtual reality-based attention training as a tool for stress management. Mental stress is a worldwide challenge that is still far from being fully managed. This has maintained a…
Virtual environments have been utilised in robotics research as a tool to assess systems before deploying them in the field. The COVID-19 pandemic has brought about additional motivation for the development of virtual benchmarks in order to…
Virtual environments (VEs) are making their way into various sectors of life to enhance and support human activity, including learning. VEs have been used in various contexts for training, and in many cases they are designed to model or…
Embodied Question Answering (EQA) is a recently proposed task, where an agent is placed in a rich 3D environment and must act based solely on its egocentric input to answer a given question. The desired outcome is that the agent learns to…
Embodied AI models often employ off the shelf vision backbones like CLIP to encode their visual observations. Although such general purpose representations encode rich syntactic and semantic information about the scene, much of this…
Immersive virtual reality (VR) enables controlled tests of how emotional context distorts subjective time, yet findings remain mixed. Fifty-seven adults explored three five-minute VR environments (tranquil garden, neutral room, threatening…
With the worldwide ravaging of the covid-19 epidemic, the traditional face-to-face education systems have been interrupted frequently. It is demanded to develop high-quality online education modalities. The webcasting based online classroom…
Embodied scene understanding requires not only comprehending visual-spatial information that has been observed but also determining where to explore next in the 3D physical world. Existing 3D Vision-Language (3D-VL) models primarily focus…
Virtual human animations have a wide range of applications in virtual and augmented reality. While automatic generation methods of animated virtual humans have been developed, assessing their quality remains challenging. Recently,…
Unsupervised learning has recently significantly gained in popularity, especially with deep learning-based approaches. Despite numerous successes and approaching supervised-level performance on a variety of academic benchmarks, it is still…
Virtual Reality (VR) has rapidly become a mainstream platform for gaming and interactive experiences, yet ensuring the quality, safety, and appropriateness of VR content remains a pressing challenge. Traditional human-based quality…
Immersive virtual reality (VR) has enormous potential for education, but classroom resources are limited. Thus, it is important to identify whether and when VR provides sufficient advantages over other modes of learning to justify its…
This work proposes, implements and tests an immersive framework upon Virtual Reality (VR) for comprehension, knowledge development and learning process assisting an improved perception of complex spatial arrangements in AEC in comparison to…
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…
Learning to navigate in unstructured environments is a challenging task for robots. While reinforcement learning can be effective, it often requires extensive data collection and can pose risk. Learning from expert demonstrations, on the…
We are witnessing significant progress on perception models, specifically those trained on large-scale internet images. However, efficiently generalizing these perception models to unseen embodied tasks is insufficiently studied, which will…
We propose VRGym, a virtual reality testbed for realistic human-robot interaction. Different from existing toolkits and virtual reality environments, the VRGym emphasizes on building and training both physical and interactive agents for…