Related papers: On VR Spatial Query for Dual Entangled Worlds
Accurately and reliably positioning pedestrians in satellite-denied conditions remains a significant challenge. Pedestrian dead reckoning (PDR) is commonly employed to estimate pedestrian location using low-cost inertial sensor. However,…
Walk on stars (WoSt) is currently one of the most advanced Monte Carlo solvers for PDEs. Unfortunately, the lack of reliable geometric query approaches has hindered its applicability to boundaries defined by implicit surfaces. This work…
We present a novel redirected walking controller based on alignment that allows the user to explore large and complex virtual environments, while minimizing the number of collisions with obstacles in the physical environment. Our…
Real-time path planning in constrained environments remains a fundamental challenge for autonomous systems. Traditional classical planners, while effective under perfect perception assumptions, are often sensitive to real-world perception…
In this study, we explore how spatial configurations can be reflected in determining the threshold range of Relative Translation Gains (RTGs), a translation gain-based Redirected Walking (RDW) technique that scales the user's movement in…
his paper presents a simple approach for drone navigation to follow a predetermined path using visual input only without reliance on a Global Positioning System (GPS). A Convolutional Neural Network (CNN) is used to output the steering…
We introduce the combinatorial optimization problem Time Disjoint Walks (TDW), which has applications in collision-free routing of discrete objects (e.g., autonomous vehicles) over a network. This problem takes as input a digraph $G$ with…
The reset technique of Redirected Walking (RDW) forcibly reorients the user's direction overtly to avoid collisions with boundaries, obstacles, or other users in the physical space. However, excessive resetting can decrease the user's sense…
Redirected walking utilizes gain adjustments within perceptual thresholds to allow natural navigation in large scale virtual environments within confined physical environments. Previous research has found that when users are distracted by…
Vector search systems, pivotal in AI applications, often rely on the Hierarchical Navigable Small Worlds (HNSW) algorithm. However, the behaviour of HNSW under real-world scenarios using vectors generated with deep learning models remains…
Quadruped platforms have become an active topic of research due to their high mobility and traversability in rough terrain. However, it is highly challenging to determine whether the clattered environment could be passed by the robot and…
Modern Redirected Walking (RDW) techniques significantly outperform classical solutions. Nevertheless, they are often limited by their heavy reliance on eye-tracking hardware embedded within the VR headset to reveal redirection…
We study the Shortest-Walk Problem (SWP) in a Graph of Convex Sets (GCS). A GCS is a graph where each vertex is paired with a convex program, and each edge couples adjacent programs via additional costs and constraints. A walk in a GCS is a…
Continuous time quantum walks provide an important framework for designing new algorithms and modelling quantum transport and state transfer problems. Often, the graph representing the structure of a problem contains certain symmetries that…
HOLONOMY is a virtual environment based on the mathematical concept of hyperbolic geometry. Unlike other environments, HOLONOMY allows users to seamlessly explore an infinite hyperbolic space by physically walking. They use their body as…
Shortest-path roadmaps, also known as reduced visibility graphs, provides a highly efficient multi-query method for computing optimal paths in two-dimensional environments. Combined with Minkowski sum computations, shortest-path roadmaps…
In this paper, we study the fundamental problem of random walk for network embedding. We propose to use non-Markovian random walk, variants of vertex-reinforced random walk (VRRW), to fully use the history of a random walk path. To solve…
Spacecraft relative motion planning is concerned with the design and execution of maneuvers relative to a nominal target. These types of maneuvers are frequently utilized in missions such as rendezvous and docking, satellite inspection and…
Wireless support of virtual reality (VR) has challenges when a network has multiple users, particularly for 3D VR gaming, digital AI avatars, and remote team collaboration. This work addresses these challenges through investigation of the…
Autonomous mobile robots operating in human-shared indoor environments often require paths that reflect human spatial intentions, such as avoiding interference with pedestrian flow or maintaining comfortable clearance. However, conventional…