Related papers: User Attention and Behaviour in Virtual Reality Ar…
In the field of autonomous driving research, the use of immersive virtual reality (VR) techniques is widespread to enable a variety of studies under safe and controlled conditions. However, this methodology is only valid and consistent if…
Social VR platforms serve as an emergent venue for live performance, enabling co-presence and real-time interaction among distributed performers and audiences within shared virtual environments. Live performances, such as comedy, rely on…
Static information presentation in VR cultural heritage often causes cognitive overload or under-stimulation. We introduce a closed-loop adaptive interface that tailors content depth to real-time visitor behavior through implicit multimodal…
Computer-mediated concerts can be enjoyed on various devices, from desktop and mobile to VR devices, often supporting multiple devices simultaneously. However, due to the limited accessibility of VR devices, relatively small audience…
Vision guided navigation requires processing complex visual information to inform task-orientated decisions. Applications include autonomous robots, self-driving cars, and assistive vision for humans. A key element is the extraction and…
Virtual Reality (VR) is a promising tool for interview training, yet the psychological dynamics of group interviews, such as social comparison, remain underexplored. We investigate this phenomenon by developing an immersive VR group…
Increasing advances in affordable consumer hardware and accessible software frameworks are now bringing Virtual Reality (VR) to the masses. Especially collaborative VR applications where different people can work together are gaining…
We propose augmenting immersive telepresence by adding a virtual body, representing the user's own arm motions, as realized through a head-mounted display and a 360-degree camera. Previous research has shown the effectiveness of having a…
In this paper, we present a novel multi-modal attention guidance method designed to address the challenges of turn-taking dynamics in meetings and enhance group conversations within virtual reality (VR) environments. Recognizing the…
What is Virtual Reality? A professional tool, made to facilitate our everyday tasks? A conceptual mistake, accompanied by cybersickness and unsolved locomotion issues since the very beginning? Or just another source of entertainment that…
With the rising interest in Virtual Reality and the fast development and improvement of available devices, new features of interactions are becoming available. One of them that is becoming very popular is hand tracking, as the idea to…
We conduct large-scale studies on `human attention' in Visual Question Answering (VQA) to understand where humans choose to look to answer questions about images. We design and test multiple game-inspired novel attention-annotation…
We conduct large-scale studies on `human attention' in Visual Question Answering (VQA) to understand where humans choose to look to answer questions about images. We design and test multiple game-inspired novel attention-annotation…
Deep Connection is an installation and virtual reality artwork made using full body 3D and 4D magnetic resonance scan datasets. When the user enters Deep Connection, they see a scanned body lying prone in mid-air. The user can walk around…
Presence is an important and widely used metric to measure the quality of virtual reality (VR) applications. Given the multifaceted and subjective nature of presence, the most common measures for presence are questionnaires. But there is…
The advent of personalized reality has arrived. Rapid development in AR/MR/VR enables users to augment or diminish their perception of the physical world. Robust tooling for digital interface modification enables users to change how their…
Object handover is a common form of interaction that is widely present in collaborative tasks. However, achieving it efficiently remains a challenge. We address the problem of ensuring resilient robotic actions that can adapt to complex…
Virtual reality has proved to be useful in applications in several fields ranging from gaming, medicine, and training to development of interfaces that enable human-robot collaboration. It empowers designers to explore applications outside…
Virtual Reality (VR) is an exciting new consumer technology which offers an immersive audio-visual experience to users through which they can navigate and interact with a digitally represented 3D space (i.e., a virtual world) using a…
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…