Related papers: Comparing Field Trips, VR Experiences and Video Re…
Reinforcement learning (RL) promises to unlock capabilities beyond imitation learning for Vision-Language-Action (VLA) models, but its requirement for massive real-world interaction prevents direct deployment on physical robots. Recent work…
While traditional methods for instruction-following typically assume prior linguistic and perceptual knowledge, many recent works in reinforcement learning (RL) have proposed learning policies end-to-end, typically by training neural…
Virtual Reality (VR) has the potential to support mobile knowledge workers by complementing traditional input devices with a large three-dimensional output space and spatial input. Previous research on supporting VR knowledge work explored…
On-body menus present a novel interaction paradigm within Virtual Reality (VR) environments by embedding virtual interfaces directly onto the user's body. Unlike traditional screen-based interfaces, on-body menus enable users to interact…
Enhancing the earthquake behavioral responses and post-earthquake evacuation preparedness of building occupants is beneficial to increasing their chances of survival and reducing casualties after the main shock of an earthquake.…
Purpose: Preliminarily evaluate the feasibility and efficacy of using meditative virtual reality (VR) to improve the hospital experience of intensive care unit (ICU) patients. Methods: Effects of VR were examined in a non-randomized,…
Robots can use Visual Imitation Learning (VIL) to learn manipulation tasks from video demonstrations. However, translating visual observations into actionable robot policies is challenging due to the high-dimensional nature of video data.…
A significant problem with immersive virtual reality (IVR) experiments is the ability to compare research conditions. VR kits and IVR environments are complex and diverse but researchers from different fields, e.g. ICT, psychology, or…
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…
Reality Distortion Room (RDR) is a proof-of-concept augmented reality system using projection mapping and unencumbered interaction with the Microsoft RoomAlive system to study a user's locomotive response to visual effects that seemingly…
We present Iterative Vision-and-Language Navigation (IVLN), a paradigm for evaluating language-guided agents navigating in a persistent environment over time. Existing Vision-and-Language Navigation (VLN) benchmarks erase the agent's memory…
Virtual field trips (VFTs) have proven to be valuable learning tools. Such applications are mostly based on 360{\deg} technology and are to be characterized as single-user applications in technological terms. In contrast, Social VR…
Immersive videos (IVs) provide 360{\deg} environments that create a strong sense of presence and spatial exploration. Unlike traditional videos, IVs distribute information across multiple directions, making comparison cognitively demanding…
Although route and exit choice in complex buildings are important aspects of pedestrian behaviour, studies predominantly investigated pedestrian movement in a single level. This paper presents an innovative VR tool that was designed to…
2D assembly diagrams are often abstract and hard to follow, creating a need for intelligent assistants that can monitor progress, detect errors, and provide step-by-step guidance. In mixed reality settings, such systems must recognize…
Immersive virtual reality (VR) has enormous potential for education, but classroom resources are limited. Thus, it is important to identify whether and when VR provides sufficient advantages over other modes of learning to justify its…
Visual Place Recognition (VPR) in indoor environments is beneficial to humans and robots for better localization and navigation. It is challenging due to appearance changes at various frequencies, and difficulties of obtaining ground truth…
Mobile navigation apps are among the most used mobile applications and are often used as a baseline to evaluate new mobile navigation technologies in field studies. As field studies often introduce external factors that are hard to control…
Referents are often used to enhance scale perception in immersive visualizations. Common referent designs include the considerations of referent layout (side-by-side vs. in-situ) and referent size (small vs. medium vs. large). This paper…
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…