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Virtual Reality (VR) broadcasting has seen widespread adoption in major sports events, attributed to its ability to generate a sense of presence, curiosity, and excitement among viewers. However, we have noticed that still shots reveal a…
Robotic guidance systems have shown promise in supporting blind and visually impaired (BVI) individuals with wayfinding and obstacle avoidance. However, most existing systems assume a clear path and do not support a critical aspect of…
Recent advances in deep reinforcement learning (RL) have demonstrated complex decision-making capabilities in simulation environments such as Arcade Learning Environment, MuJoCo, and ViZDoom. However, they are hardly extensible to more…
Conducting collaborative tasks, e.g., multi-user game, in virtual reality (VR) could enable us to explore more immersive and effective experience. However, for current VR systems, users cannot communicate properly with each other via their…
Bionic vision uses neuroprostheses to restore useful vision to people living with incurable blindness. However, a major outstanding challenge is predicting what people 'see' when they use their devices. The limited field of view of current…
Attention Deficit Hyperactivity Disorder (ADHD) remains highly stigmatized in many cultural contexts, particularly in China, where ADHD-related behaviors are often moralized rather than understood as neurodevelopmental differences. As a…
When collaborating face-to-face, people commonly use the surfaces and spaces around them to perform sensemaking tasks, such as spatially organising documents, notes or images. However, when people collaborate remotely using desktop…
Stroke patients often experience upper limb impairments that restrict their mobility and daily activities. Physical therapy (PT) is the most effective method to improve impairments, but low patient adherence and participation in PT…
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…
Asymmetric AR/VR collaboration systems bring a remote VR user to a local AR user's physical environment, allowing them to communicate and work within a shared virtual/physical space. Such systems often display the remote environment through…
Physical rehabilitation plays a crucial role in restoring functional abilities, but traditional approaches often face challenges in terms of cost, accessibility, and personalized monitoring. Asynchronous physical rehabilitation has gained…
This paper presents a wearable assistive device with the shape of a pair of eyeglasses that allows visually impaired people to navigate safely and quickly in unfamiliar environment, as well as perceive the complicated environment to…
We present a novel perception model named Herd's Eye View (HEV) that adopts a global perspective derived from multiple agents to boost the decision-making capabilities of reinforcement learning (RL) agents in multi-agent environments,…
Video content remains largely inaccessible to blind and low-vision (BLV) users. To address this, we introduce a prototype that leverages a multimodal agent - powered by a novel conversational architecture using a multimodal large language…
Human-like agents are an increasingly important topic in games and beyond. Believable non-player characters enhance the gaming experience by improving immersion and providing entertainment. They also offer players the opportunity to engage…
Children with hearing impairments face ongoing challenges in language and motor development. This study explores how multi-sensory feedback technology based on virtual reality (VR), integrating auditory, visual, and tactile stimuli, can…
People with visual impairments (PwVI) often have difficulties navigating through unfamiliar indoor environments. However, current wayfinding tools are fairly limited. In this short paper, we present our in-progress work on a wayfinding…
This paper introduces a live object recognition system that serves as a blind aid. Visually impaired people heavily rely on their other senses such as touch and auditory signals for understanding the environment around them. The act of…
The amount of interest in Virtual Reality (VR) research has significantly increased over the past few years, both in academia and industry. The release of commercial VR Head-Mounted Displays (HMDs) has been a major contributing factor.…
Effective visual accessibility in Virtual Reality (VR) is crucial for Blind and Low Vision (BLV) users. However, designing visual accessibility systems is challenging due to the complexity of 3D VR environments and the need for techniques…