Related papers: The Time Perception Control and Regulation in VR E…
Interaction in virtual reality (VR) environments is essential to achieve a pleasant and immersive experience. Most of the currently existing VR applications, lack of robust object grasping and manipulation, which are the cornerstone of…
Recent advancements in robotics have increased the possibilities for integrating robotic systems into human-involved workplaces, highlighting the need to examine and optimize human-robot coordination in collaborative settings. This study…
Many of today's robot perception systems aim at accomplishing perception tasks that are too simplistic and too hard. They are too simplistic because they do not require the perception systems to provide all the information needed to…
Motion tracking "telemetry" data lies at the core of nearly all modern virtual reality (VR) and metaverse experiences. While generally presumed innocuous, recent studies have demonstrated that motion data actually has the potential to…
When we experience an event, it feels like our previous experiences, our interpretations of that event (e.g., aesthetics, emotions), and our current state will determine how we will remember it. However, recent work has revealed a strong…
Time is an important dimension of brain function, but little is still known about the underlying cognitive principles and neurobiological mechanisms. The field of timing and time perception has witnessed rapid growth and multidisciplinary…
Time is one of the undisputed foundations of our life in the real world. Here it is argued that inside small isolated quantum systems, time does not pass as we are used to, and it is primarily in this sense that quantum objects enjoy only…
Current Virtual Reality (VR) input devices make it possible to navigate a virtual environment and record immersive, personalized data regarding the user's movement and specific behavioral habits, which brings the question of the user's…
Mind perception in robots has been an understudied construct in human-robot interaction (HRI) compared to similar concepts such as anthropomorphism and the intentional stance. In a series of three experiments, we identify two factors that…
Simulating trajectories of virtual crowds is a commonly encountered task in Computer Graphics. Several recent works have applied Reinforcement Learning methods to animate virtual agents, however they often make different design choices when…
In robotic systems, perception latency is a term that refers to the computing time measured from the data acquisition to the moment in which perception output is ready to be used to compute control commands. There is a compromise between…
The discussion is limited to first-class parametrized systems, where the definition of time evolution and observables is not trivial, and to finite dimensional systems in order that technicalities do not obscure the conceptual framework.…
A significant challenge for future virtual reality (VR) applications is to deliver high quality-of-experience, both in terms of video quality and responsiveness, over wireless networks with limited bandwidth. This paper proposes to address…
Safety perception measurement has been a subject of interest in many cities of the world. This is due to its social relevance, and to its effect on some local economic activities. Even though people safety perception is a subjective topic,…
As deep learning continues to dominate all state-of-the-art computer vision tasks, it is increasingly becoming an essential building block for robotic perception. This raises important questions concerning the safety and reliability of…
This research aims to examine the effects of various vibrotactile feedback techniques on gait (i.e., walking patterns) in virtual reality (VR). Prior studies have demonstrated that gait disturbances in VR users are significant usability…
Augmented Reality (AR) enriches a user's real environment by adding spatially aligned virtual objects (3D models, 2D textures, textual annotations, etc) by means of special display technologies. These are either worn on the body or placed…
What is the right way to reason about human activities? What directions forward are most promising? In this work, we analyze the current state of human activity understanding in videos. The goal of this paper is to examine datasets,…
Based upon physiological observation on time dependent orientation selectivity in the cells of macaque's primary visual cortex together with the psychophysical studies on the tuning of orientation detectors in human vision we suggest that…
During VR demos we have performed over last few years, many participants (in the absence of any haptic feedback) have commented on their perceived ability to 'feel' differences between simulated molecular objects. The mechanisms for such…