Related papers: Safe Walking In VR using Augmented Virtuality
In this paper, we propose CaminAR, an augmented reality (AR) system for remote social walking among dyads. CaminAR enables two people who are physically away from one another to synchronously see and hear each other while going on a walk.…
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,…
The emergence of virtual companions is transforming the evolution of intelligent systems that effortlessly cater to the unique requirements of users. These advanced systems not only take into account the user present capabilities,…
Virtual Reality (VR) applications often require users to perform actions with two hands when performing tasks and interacting with objects in virtual environments. Although bimanual interactions in VR can resemble real-world interactions --…
Navigating spaces is an embodied experience. Examples can vary from rescue workers trying to save people from natural disasters; a tourist finding their way to the nearest coffee shop, or a gamer solving a maze. Virtual reality allows these…
Virtual locomotion remains a challenge in VR, especially in space-limited environments where room-scale walking is impractical. We present LocoScooter, a low-cost, deployable locomotion interface combining foot-sliding on a compact…
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.…
Augmented reality (AR) offers immersive interaction but remains inaccessible for users with motor impairments or limited dexterity due to reliance on precise input methods. This study proposes a gesture-based interaction system for AR…
In order to serve better VR experiences to users, existing predictive methods of Redirected Walking (RDW) exploit future information to reduce the number of reset occurrences. However, such methods often impose a precondition during…
Virtual reality and related technologies such as mixed and augmented reality have received extensive coverage in both mainstream and fringe media outlets. When the subject goes to a new AR headset, another AR device, or AR glasses, the talk…
Augmented, virtual and mixed reality technologies offer new ways of interacting with digital media. However, such technologies are not well explored for people with different ranges of abilities beyond a few specific navigation and gaming…
Mixed Reality (MR) technologies such as Virtual and Augmented Reality (VR, AR) are well established in medical practice, enhancing diagnostics, treatment, and education. However, there are still some limitations and challenges that may be…
Providing pedestrians and other vulnerable road users with a clear indication about a fully autonomous vehicle status and intentions is crucial to make them coexist. In the last few years, a variety of external interfaces have been…
Locomotion is one of the most essential interaction tasks in virtual reality (VR) with teleportation being widely accepted as the state-of-the-art locomotion technique at the time of this writing. A major draw-back of teleportation is the…
Mixed Reality (MR) and Virtual Reality (VR) simulations are hampered by requirements for hand controllers or attempts to perseverate in use of two-dimensional computer interface paradigms from the 1980s. From our efforts to produce more…
Previous studies showed that natural walking reduces the susceptibility to VR sickness. However, many users still experience VR sickness when wearing VR headsets that allow free walking in room-scale spaces. This paper studies VR sickness…
In augmented reality (AR), users can place virtual objects anywhere in a real-world room, called AR layout. Although several object manipulation techniques have been proposed in AR, it is difficult to use them for AR layout owing to the…
Navigation aids are central to immersive virtual reality (VR) experiences that involve physical locomotion. Their effectiveness depends not only on how much spatial information they provide, but also on how directly that information…
Virtual reality (VR) is an imminent trend in games, education, entertainment, military, and health applications, as the use of head-mounted displays is becoming accessible to the mass market. Virtual reality provides immersive experiences…
Due to the COVID-19 pandemic, conducting Human-Robot Interaction (HRI) studies in person is not permissible due to social distancing practices to limit the spread of the virus. Therefore, a virtual reality (VR) simulation with a virtual…