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With rapid developments in consumer-level head-mounted displays and computer graphics, immersive VR has the potential to take online and remote learning closer to real-world settings. However, the effects of such digital transformations on…
Body actions and head gestures are natural interfaces for interaction in virtual environments. Existing methods for in-place body action recognition often require hardware more than a head-mounted display (HMD), making body action…
Virtual and Augmented Reality (VR, AR) are increasingly gaining traction thanks to their technical advancement and the need for remote connections, recently accentuated by the pandemic. Remote surgery, telerobotics, and virtual offices are…
While Virtual Reality (VR) is increasingly employed for stress management, most applications rely heavily on audio-visual stimuli and overlook the therapeutic potential of squeezing engagement. To address this gap, we introduce VR Calm…
Oculus rift: Virtual reality (VR) is a burgeoning field that has the inherent potential of manipulating peoples mind with a superlative 3D experience. Oculus rift is one such application that assists in achieving the same. With the fleeting…
Selection of occluded objects is a challenging problem in virtual reality, even more so if multiple objects are involved. With the advent of new artificial intelligence technologies, we explore the possibility of leveraging large language…
This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible…
Due to the universal non-verbal natural communication approach that allows for effective communication between humans, gesture recognition technology has been steadily developing over the previous few decades. Many different strategies have…
As virtual reality (VR) continues to evolve, traditional input methods such as handheld controllers and gesture systems often face challenges with precision, social accessibility, and user fatigue. These limitations motivate the exploration…
In the pursuit of deeper immersion in human-machine interaction, achieving higher-dimensional tactile input and output on a single interface has become a key research focus. This study introduces the Visual-Electronic Tactile (VET) System,…
Extended reality technology has become a useful tool in many applications, but still suffers from visual deviations that can hamper the utility of the technology. This paper discusses the types of persisting visual deviations experienced…
Locomotion is one of the most essential interaction tasks in virtual reality (VR) with teleportation being widely accepted as the state-of-the-art locomotion technique at the time of this writing. A major draw-back of teleportation is the…
Hand gestures form an intuitive means of interaction in Mixed Reality (MR) applications. However, accurate gesture recognition can be achieved only through state-of-the-art deep learning models or with the use of expensive sensors. Despite…
Interaction plays a vital role during visual network exploration as users need to engage with both elements in the view (e.g., nodes, links) and interface controls (e.g., sliders, dropdown menus). Particularly as the size and complexity of…
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…
We present HapTable; a multimodal interactive tabletop that allows users to interact with digital images and objects through natural touch gestures, and receive visual and haptic feedback accordingly. In our system, hand pose is registered…
Brain-Computer Interfaces (BCIs) have traditionally been studied in clinical and laboratory contexts, but the rise of consumer-grade devices now allows exploration of their use in daily activities. Virtual reality (VR) provides a…
We proposed viewpoint-tolerant shared depth perception without individual tracking by leveraging human cognitive compensation in universally 3D rendered images on a wall-sized display. While traditional 3D perception-enabled display systems…
Due to the still relatively low number of users, acquiring large-scale and multidimensional virtual reality datasets remains a significant challenge. Consequently, VR datasets comparable in size to state-of-the-art collections in natural…
We first discuss respective advantages of language interaction in virtual worlds and of using 3D images in dialogue systems. Then, we describe an example of a verbal interaction system in virtual reality: Ulysse. Ulysse is a conversational…