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Large-scale pre-trained video generation models excel in content creation but are not reliable as physically accurate world simulators out of the box. This work studies the process of post-training these models for accurate world modeling…
Virtual reality technology is biased. It excludes approximately 95% the world's population by being primarily designed for male, western, educated, industrial, rich, and democratic populations. This bias may be due to the lack of diversity…
This paper provided empirical knowledge of the user experience for using collaborative visualization in a distributed asymmetrical setting through controlled user studies. With the ability to access various computing devices, such as…
User expectations impact the evaluation of new interactive systems. Increased expectations may enhance the perceived effectiveness of interfaces in user studies, similar to a placebo effect observed in medical studies. To showcase the…
Accessibility reviews provide valuable insights into both the limitations and benefits experienced by users with disabilities when using virtual reality (VR) applications. However, a comprehensive investigation into VR accessibility for…
Metaverse learning environments allow for a seamless and intuitive transition between activities compared to Virtual Reality (VR) learning environments, due to their interconnected design. The design of VR scenes is important for creating…
Expanding Fitts' Law into a 3D context, we analyze PointARs, a mixed reality system that teaches pointer skills through an object manipulation task. Nine distinct configurations, varying in object sizes and distances, were explored to…
As user simulators are increasingly used for interactive training and evaluation of AI assistants, it is essential that they represent the diverse behaviors of real users. While existing works train user simulators to generate human-like…
As augmented reality technology and hardware become more mature and affordable, researchers have been exploring more intuitive and discoverable interaction techniques for immersive environments. In this paper, we investigate multimodal…
Realistic display of tactile textures on touch screens is a big step forward for haptic technology to reach a wide range of consumers utilizing electronic devices on a daily basis. Since the texture topography cannot be rendered explicitly…
The replication crisis is real, and awareness of its existence is growing across disciplines. We argue that research in human-computer interaction (HCI), and especially virtual reality (VR), is vulnerable to similar challenges due to many…
The concept of a conformity spectrum is introduced to describe the degree to which virtualization adheres to real world physical characteristics surrounding the user. This is then used to examine interaction challenges when collaborating…
Interacting with real-world objects in Mixed Reality (MR) often proves difficult when they are crowded, distant, or partially occluded, hindering straightforward selection and manipulation. We observe that these difficulties stem from…
Recent discoveries in VR have opened up scope for designing physical tools and controllers to enhance immersion, through perceived reality. In a virtually simulated sports scenario it is challenging to immerse user because most of the…
Virtual reality (VR) is not a new technology but has been in development for decades, driven by advances in computer technology. Currently, VR technology is increasingly being used in applications to enable immersive, yet controlled…
With developments in computer graphics, hardware technology, perception engineering, and human-computer interaction, virtual reality and virtual environments are becoming more integrated into our daily lives. Head-mounted displays, however,…
We consider situations where consumers are aware that a statistical model determines the price of a product based on their observed behavior. Using a novel experiment varying the context similarity between participant data and a product, we…
Human-robot collaboration enables highly adaptive co-working. The variety of resulting workflows makes it difficult to measure metrics as, e.g. makespans or idle times for multiple systems and tasks in a comparable manner. This issue can be…
Virtual Reality (VR) has repeatedly proven its effectiveness in student learning. However, despite its benefits, the student equipped with a personal headset remains isolated from the real world while immersed in a virtual space and the…
A realistic simulation environment is an essential tool in every roboticist's toolkit, with uses ranging from planning and control to training policies with reinforcement learning. Despite the centrality of simulation in modern robotics,…