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This paper proposes a do-it-all neural model of human hands, named LISA. The model can capture accurate hand shape and appearance, generalize to arbitrary hand subjects, provide dense surface correspondences, be reconstructed from images in…
In an era where numerous studies claim to achieve almost photorealism with real-time automated environment capture, there is a need for assessments and reproducibility in this domain. This paper presents a transparent and reproducible user…
Reconstructing 3D models of dynamic, real-world objects with high-fidelity textures from monocular frame sequences has been a challenging problem in recent years. This difficulty stems from factors such as shadows, indirect illumination,…
Virtual Humans (VHs) were first developed more than 50 years ago and have undergone significant advancements since then. In the past, creating and animating VHs was a complex task. However, contemporary commercial and freely available…
Hand gestures are a natural means of interaction in Augmented Reality and Virtual Reality (AR/VR) applications. Recently, there has been an increased focus on removing the dependence of accurate hand gesture recognition on complex sensor…
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…
The contributions of this paper are: (1) a taxonomy of the "Realities" (Virtual, Augmented, Mixed, Mediated, etc.), and (2) some new kinds of "reality" that come from nature itself, i.e. that expand our notion beyond synthetic realities to…
This position paper explores the possibilities and challenges of using Virtual Reality (VR) in remote user studies. Highlighting the immersive nature of VR, the paper identifies key vulnerabilities, including varying technical proficiency,…
We present Virtual Elastic Objects (VEOs): virtual objects that not only look like their real-world counterparts but also behave like them, even when subject to novel interactions. Achieving this presents multiple challenges: not only do…
Rehabilitation therapies are widely employed to assist people with motor impairments in regaining control over their affected body parts. Nevertheless, factors such as fatigue and low self-efficacy can hinder patient compliance during…
Haptic rendering of weight plays an essential role in naturalistic object interaction in virtual environments. While kinesthetic devices have traditionally been used for this aim by applying forces on the limbs, tactile interfaces acting on…
The proliferation and refinement of affordable virtual reality (VR) technologies and wearable sensors have opened new frontiers in cognitive and behavioral neuroscience. This chapter offers a broad overview of VR for anyone interested in…
This workshop paper presents two proxy objects for high fidelity interaction in virtual reality (VR): a paper map and a smartphone. We showcase how our virtual paper map can increase interactivity and orientation, while our virtual…
Whole-body movements enhance the presence and enjoyment of Virtual Reality (VR) experiences. However, using large gestures is often uncomfortable and impossible in confined spaces (e.g., public transport). We introduce FingerMapper, mapping…
In recent years, virtual sensing techniques have been extensively studied as a method of data collection in simulated virtual spaces for the development of human activity recognition (HAR) systems. To date, this technique has enabled the…
Drawing tools for Virtual Reality (VR) enable users to model 3D designs from within the virtual environment itself. These tools employ sketching and sculpting techniques known from desktop-based interfaces and apply them to hand-based…
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…
Developing and evaluating vision science methods require robust and efficient tools for assessing their performance in various real-world scenarios. This study presents a novel virtual reality (VR) simulation tool that simulates real-world…
This study explores how prior exposure to physical objects influences the quality and realism perception of Digital Twins (DT) with varying levels of fidelity in Virtual Reality (VR). In a mixed experimental design, 24 participants were…
Due to the increasing use of virtual avatars, the animation of head-hand interactions has recently gained attention. To this end, we present a novel volumetric and physics-based interaction simulation. In contrast to previous work, our…