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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…
Recent advancements in visual language models (VLMs) have notably enhanced their capabilities in handling complex Graphical User Interface (GUI) interaction tasks. Despite these improvements, current frameworks often struggle to generate…
Despite extensive use in related domains, Virtual Reality (VR) for generalised anxiety disorder (GAD) has received little previous attention. We report upon a VR environment created for the Oculus Rift and Unreal Engine 4 (UE4) to…
Our understanding of how visual systems detect, analyze and interpret visual stimuli has advanced greatly. However, the visual systems of all animals do much more; they enable visual behaviours. How well the visual system performs while…
Recent studies in Vision-and-Language Navigation (VLN) train RL agents to execute natural-language navigation instructions in photorealistic environments, as a step towards robots that can follow human instructions. However, given the…
Virtual reality (VR) allows users to see and manipulate virtual scenes and items through input devices, like head-mounted displays. In this study, the effects of button size, spacing, and depth on the usability of virtual buttons in VR…
In exhibition hybrid spaces, scale consistency between real and virtual spaces is crucial for user immersion. However, there is currently a lack of systematic research to determine appropriate virtual-to-real mapping ratios. This study…
Human-robot interaction (HRI) research is progressively addressing multi-party scenarios, where a robot interacts with more than one human user at the same time. Conversely, research is still at an early stage for human-robot collaboration.…
Virtual Reality (VR) and its applications have attracted significant and increasing attention. However, the requirements of much larger file sizes, different storage formats, and immersive viewing conditions pose significant challenges to…
There has been a significant recent progress in the field of Embodied AI with researchers developing models and algorithms enabling embodied agents to navigate and interact within completely unseen environments. In this paper, we propose a…
In this article we present a novel underwater dataset collected from several field trials within the EU FP7 project "Cognitive autonomous diving buddy (CADDY)", where an Autonomous Underwater Vehicle (AUV) was used to interact with divers…
While users could embody virtual avatars that mirror their physical movements in Virtual Reality, these avatars' motions can be redirected to enable novel interactions. Excessive redirection, however, could break the user's sense of…
Many everyday tasks rely on external tutorials such as manuals and videos, requiring users to constantly switch between reading instructions and performing actions, which disrupts workflow and increases cognitive load. Augmented reality…
Metaverse learning environments allow for a seamless and intuitive transition between activities compared to Virtual Reality (VR) learning environments, due to their interconnected design. The design of VR scenes is important for creating…
Household tidying is an important application area, yet current benchmarks neither model user preferences nor support mobility, and they generalize poorly, making it hard to comprehensively assess integrated language-to-action capabilities.…
Visualization plays a vital role in making sense of complex network data. Recent studies have shown the potential of using extended reality (XR) for the immersive exploration of networks. The additional depth cues offered by XR help users…
Visual Odometry (VO) is essential to downstream mobile robotics and augmented/virtual reality tasks. Despite recent advances, existing VO methods still rely on heuristic design choices that require several weeks of hyperparameter tuning by…
With recent advances of Virtual Reality (VR) technology, the deployment of such will dramatically increase in non-entertainment environments, such as professional education and training, manufacturing, service, or low frequency/high risk…
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…
When we get lost in Virtual Reality (VR) or want to return to a previous location, we use the same methods of locomotion for the way back as for the way forward. This is time-consuming and requires additional physical orientation changes,…