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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…
Virtual Reality (VR) enables users to collaborate while exploring scenarios not realizable in the physical world. We propose CollabVR, a distributed multi-user collaboration environment, to explore how digital content improves expression…
Appropriate evaluation is a key component in visualization research. It is typically based on empirical studies that assess visualization components or complete systems. While such studies often include the user of the visualization,…
The outbreak of COVID-19 forced schools to swiftly transition from in-person classes to online or remote offerings, making educators and learners alike rely on online videoconferencing platforms. Platforms like Zoom offer audio-visual…
This paper describes a system developed to help University students get more from their online lectures, tutorials, laboratory and other live sessions. We do this by logging their attention levels on their laptops during live Zoom sessions…
Tutorial videos are a valuable resource for people looking to learn new tasks. People often learn these skills by viewing multiple tutorial videos to get an overall understanding of a task by looking at different approaches to achieve the…
As more people meet, interact, and socialize online, Social Virtual Reality (VR) emerges as a technology that bridges the gap between traditional face-to-face and online communication. Unlike traditional screen-based applications, Social VR…
Visualization and virtual environments (VEs) have been two interconnected parallel strands in visual computing for decades. Some VEs have been purposely developed for visualization applications, while many visualization applications are…
Watching training videos passively leads to superficial learning. Adding gamification can increase engagement. We study how software engineering students and industry practitioners view gamifying video-based training. We conducted a survey…
Virtual reality is expected to play a significant role in the transformation of education and psychological studies. The possibilities for its application as a visual research method can be enhanced as established frameworks and toolkits…
We introduce VEXUS, an interactive visualization framework for exploring user data to fulfill tasks such as finding a set of experts, forming discussion groups and analyzing collective behaviors. User data is characterized by a combination…
In this article, we have proposed an educational learning material model using 360-degree environment on web-based platform by personalizing the learning environment as per user surf the web. Virtual Machinery Workshop allow an illusionary…
In recent years, social media users have spent significant amounts of time on short-form video platforms. As a result, established platforms in other domains, such as e-commerce, have begun introducing short-form video content to engage…
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…
The visually impaired population faces significant challenges in daily activities. While prior works employ vision language models for assistance, most focus on static content and cannot address real-time perception needs in complex…
Video virtual try-on aims to generate realistic sequences that maintain garment identity and adapt to a person's pose and body shape in source videos. Traditional image-based methods, relying on warping and blending, struggle with complex…
In remote video meetings, visual non-verbal cues, such as facial expressions or head movements, are seen continuously but often only partially. This increases ambiguity compared to in-person settings and can cause misinterpretation or…
Despite exciting recent results showing vision-language systems' capacity to reason about images using natural language, their capacity for video reasoning remains under-explored. We motivate framing video reasoning as the sequential…
Gaze interaction presents a promising avenue in Virtual Reality (VR) due to its intuitive and efficient user experience. Yet, the depth control inherent in our visual system remains underutilized in current methods. In this study, we…
As software becomes more complex and assumes an even greater role in our lives, formal verification is set to become the gold standard in securing software systems into the future, since it can guarantee the absence of errors and entire…