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We propose VRGym, a virtual reality testbed for realistic human-robot interaction. Different from existing toolkits and virtual reality environments, the VRGym emphasizes on building and training both physical and interactive agents for…
There is a strong demand for virtual reality (VR) to bring quality healthcare to underserved populations. This paper addresses this need with the design and prototype of SURVIVRS: Surround Video-Based Virtual Reality for Surgery Guidance.…
Virtual Reality (VR) headsets can open opportunities for users to accomplish complex tasks on large virtual displays, using compact setups. However, interacting with large virtual displays using existing interaction techniques might cause…
Opportunities for medical students to gain practical experience in vaginal births are increasingly constrained by shortened clinical rotations, patient reluctance, and the unpredictable nature of labour. To alleviate clinicians'…
Recently, the academic community has been giving much attention to Cooperative Learning System, a group learning method combined with pedagogy and social psychology. It allows group members to gain knowledge through collaborations and…
This article presents a novel telepresence system for advancing aerial manipulation in dynamic and unstructured environments. The proposed system not only features a haptic device, but also a virtual reality (VR) interface that provides…
This study explores how virtual environments and artificial intelligence can enhance university students' learning experiences, with particular attention to the digital preferences of Generation Z. An experiment was conducted at the Faculty…
With the proliferation of consumer virtual reality (VR) headsets and creative tools, content creators have started to experiment with new forms of interactive audience experience using immersive media. Understanding user attention and…
Cyber Physical Systems (CPS) are the conjoining of an entities' physical and computational elements. The development of a typical CPS system follows a sequence from conceptual modeling, testing in simulated (virtual) worlds, testing in…
Teaching that uses projected presentation media such as slide-shows lacks support for dynamic content whose form and behaviors require live changes during a lecture. Recent software alternatives such as the Chalktalk software platform allow…
This paper proposes a learning-based visual peg-in-hole that enables training with several shapes in simulation, and adapting to arbitrary unseen shapes in real world with minimal sim-to-real cost. The core idea is to decouple the…
In real life, grasping is one of the fundamental and effective forms of interaction when manipulating objects. This holds true in the physical and virtual world; however, unlike the physical world, virtual reality (VR) is grasped in a…
For successful deployment of robots in multifaceted situations, an understanding of the robot for its environment is indispensable. With advancing performance of state-of-the-art object detectors, the capability of robots to detect objects…
Interdisciplinary collaboration is essential for the advance of research. As domain subjects become more and more specialized, researchers need to cross disciplines for insights from peers in other areas to have a broader and deeper…
Improving object manipulation skills through hand-object interaction exercises is crucial for rehabilitation. Despite limited healthcare resources, physical therapists propose remote exercise routines followed up by remote monitoring.…
Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume content. In VR, users integrate multimodal sensory information they receive, to create a unified perception of the virtual world. In this…
This paper presents a VR-based guide dog training system designed to assist novice trainers in understanding guide dog behavior and issuing appropriate training commands. Guide dogs play a vital role in supporting independent mobility for…
Mixed Reality (MR) increasingly explores how virtual elements can shape physical behavior, yet how MR objects guide group movement remains underexplored. We address this gap by examining how virtual objects can nudge collective, co-located…
We study the performance of brain computer interface (BCI) system in a virtual reality (VR) environment and compare it to 2D regular displays. First, we design a headset that consists of three components: a wearable electroencephalography…
The impossibility of experiencing the molecular world with our senses hampers teaching and understanding chemistry because very abstract concepts (such as atoms, chemical bonds, molecular structure, reactivity) are required for this…