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During the Covid-19 pandemic, online meetings became common for daily teamwork in the home office. To understand the opportunities and challenges of meeting in virtual reality (VR) compared to video conferences, we conducted the weekly team…
Creating accessible Virtual Reality (VR) is an ongoing concern in the Human-Computer Interaction (HCI) research community. However, there is little reflection on how accessibility should be conceptualized in the context of an experiential…
Our interactions with technology do not just shape our individual experiences. They also affect people around us. Although previous research has addressed such "witness" experiences, the actual effect of interaction design on the witness…
As subjects perceive the sensory world, different stimuli elicit a number of neural representations. Here, a subjective distance between stimuli is defined, measuring the degree of similarity between the underlying representations. As an…
Virtual Reality (VR) techniques, serving as the bridge between the real and virtual worlds, have boomed and are widely used in manufacturing, remote healthcare, gaming, etc. Specifically, VR systems offer users immersive experiences that…
Mobile Augmented Reality (AR) applications leverage various sensors to provide immersive user experiences. However, their reliance on diverse data sources introduces significant privacy challenges. This paper investigates user perceptions…
This paper introduces an emerging motion planning problem by considering a human that is immersed into the viewing perspective of a remote robot. The challenge is to make the experience both effective (such as delivering a sense of…
In most VR experiences, the visual sense dominates other modes of sensory input, encouraging non-visual senses to respond as if the visual were real. The simulated visual world thus becomes a sort of felt actuality, where the 'actual'…
We present a comprehensive survey of perception-based redirected walking (RDW) techniques in virtual reality (VR), presenting a taxonomy that serves as a framework for understanding and designing RDW algorithms. RDW enables users to explore…
As XR devices become widespread, 3D interaction has become commonplace, and UI developers are increasingly required to consider usability to deliver better user experiences. The HCI community has long studied target-pointing performance,…
Presence in virtual reality (VR) is meaningful for remotely connecting with others and facilitating social interactions despite great distance while providing a sense of "being there." This work presents CardsVR, a two-person VR experience…
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…
Virtual reality (VR) is not a new technology but has been in development for decades, driven by advances in computer technology. Currently, VR technology is increasingly being used in applications to enable immersive, yet controlled…
Recent progress in legged locomotion has allowed highly dynamic and parkour-like behaviors for robots, similar to their biological counterparts. Yet, these methods mostly rely on egocentric (first-person) perception, limiting their…
The latest developments in computer hardware, sensor technologies, and artificial intelligence can make virtual reality (VR) and virtual spaces an important part of human everyday life. Eye tracking offers not only a hands-free way of…
Visual perception plays a critical role in detecting changes within immersive Virtual Reality (VR) environments. However, as visual complexity increases, perceptual performance declines, making it more difficult to detect changes quickly…
The application of Virtual Reality Environments (VRE) has been gaining momentum as a relatively new tool to assist with mitigating various difficulties including abstractness of concepts, lack of user engagement, perception of disconnection…
This paper identifies a new phenomenon: when users interact with simulated objects in a virtual environment where the user is much smaller than usual, there is a mismatch between the object physics that they expect and the object physics…
Robotics simulation has been an integral part of research and development in the robotics area. The simulation eliminates the possibility of harm to sensors, motors, and the physical structure of a real robot by enabling robotics…
We introduce a general self-supervised approach to predict the future outputs of a short-range sensor (such as a proximity sensor) given the current outputs of a long-range sensor (such as a camera); we assume that the former is directly…