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This paper introduces a new paradigm for sound source lo-calization referred to as virtual acoustic space traveling (VAST) and presents a first dataset designed for this purpose. Existing sound source localization methods are either based…
To open up new possibilities to assess the multimodal perceptual quality of omnidirectional media formats, we proposed a novel open source 360 audiovisual (AV) quality dataset. The dataset consists of high-quality 360 video clips in…
Virtual Learning Environments (VLEs) are spaces designed to educate students remotely via online platforms. Although traditional VLEs such as iSocial have shown promise in educating students, they offer limited immersion that diminishes…
The growing demand for accessible therapeutic options has led to the exploration of Virtual Reality (VR) as a platform for forest bathing, which aims to reduce stress and improve cognitive functions. This paper brings together findings from…
In sparse target inference problems it has been shown that significant gains can be achieved by adaptive sensing using convex criteria. We generalize previous work on adaptive sensing to (a) include multiple classes of targets with…
This paper presents our work on relationship of evaluation results between virtual environment (VE) and realistic environment (RE) for assembling tasks. Evaluation results consist of subjective results (BPD and RPE) and objective results…
We experience the world through multiple senses that work together to create a cohesive perception, whether in daily life or immersive technologies. Understanding this multisensory integration (MSI) requires examining the interactions…
We study the task of embodied visual active learning, where an agent is set to explore a 3d environment with the goal to acquire visual scene understanding by actively selecting views for which to request annotation. While accurate on some…
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…
For robots to operate in a three dimensional world and interact with humans, learning spatial relationships among objects in the surrounding is necessary. Reasoning about the state of the world requires inputs from many different sensory…
In this paper, the problem of resource management is studied for a network of wireless virtual reality (VR) users communicating over small cell networks (SCNs). In order to capture the VR users' quality-of-service (QoS) in SCNs, a novel VR…
The physical-virtual world synchronization to develop the Metaverse will require a massive transmission and exchange of data. In this paper, we introduce semantic communication for the development of virtual transportation networks in the…
Non-line-of-sight localization in signal-deprived environments is a challenging yet pertinent problem. Acoustic methods in such predominantly indoor scenarios encounter difficulty due to the reverberant nature. In this study, we aim to…
Retargeting methods that modify the visual representation of real movements have been widely used to expand the interaction space and create engaging virtual reality experiences. For optimal user experience and performance, it is essential…
Virtual reality (VR) is on the edge of getting a mainstream platform for gaming, education and product design. The feeling of being present in the virtual world is influenced by many factors and even more intriguing a single negative…
As large language models (LLMs) continue to improve in reasoning and decision-making, there is a growing need for realistic and interactive environments where their abilities can be rigorously evaluated. We present VirtualEnv, a…
The rise of autonomous systems in cities, such as automated vehicles (AVs), requires new approaches for prototyping and evaluating how people interact with those systems through context-based user interfaces, such as external human-machine…
In pursuit of documenting users Neurophysiological responses during experiencing virtual environments (VE), this systematic review presents a novel conceptual model of UX in VE. Searching across seven databases yielded to 1743 articles.…
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…
Virtual Reality Cloud Gaming (VR-CG) represents a demanding class of immersive applications, requiring high bandwidth, ultra-low latency, and intelligent resource management to ensure optimal user experience. In this paper, we propose a…