Related papers: Project IRL: Playful Co-Located Interactions with …
Virtual environments are essential to AI agent research. Existing environments for LLM agent research typically focus on either physical task solving or social simulation, with the former oversimplifying agent individuality and social…
Communication is the most useful tool to impart knowledge, understand ideas, clarify thoughts and expressions, organize plan and manage every single day-to-day activity. Although there are different modes of communication, physical barrier…
Surgical planning for congenital heart disease traditionally relies on collaborative group examinations of a patient's 3D-printed heart model, a process that lacks flexibility and accessibility. While mobile augmented reality (AR) offers a…
Interactive behavior modeling of multiple agents is an essential challenge in simulation, especially in scenarios when agents need to avoid collisions and cooperate at the same time. Humans can interact with others without explicit…
Mixed reality systems support shared anchors and co-located interaction, yet they lack a socially legible protocol for entering another person's mixed reality in public settings. We frame this as a protocol problem: co-located MR sharing…
Current research in Mixed Reality (MR) presents a wide range of novel use cases for blending virtual elements with the real world. This yet-to-be-ubiquitous technology challenges how users currently work and interact with digital content.…
Mixed reality (MR) environments offer embodied spatial interaction, providing intuitive 3D manipulation capabilities that enhance the conceptual design process. Parametric modeling, a powerful and advanced architectural design method,…
In today's in-person group discussions, smartphones are integrated as intelligent workstations; yet given their co-presence in such face-to-face interactions, whether and how they may enhance people's behavioral engagement with others…
Research examining older adults interactions with Virtual Reality (VR) and the impact of social VR experiences on outcomes such as social engagement has been limited, especially among older adults. This multi-site pilot study evaluated the…
With the widespread adoption of Extended Reality (XR) headsets, spatial computing technologies are gaining increasing attention. Spatial computing enables interaction with virtual elements through natural input methods such as eye tracking,…
Advancements in augmented reality (AR) technologies offer immense potential for mobile experiences. However, most commercial and educational AR systems assume a baseline of predictable user behavior and stationary interaction. Preschoolers…
This study focuses on the ethical considerations that a consumer perceives with augmented reality (AR) in the context of smartphone applications. Through a systematic review, this research can provide an understanding and ability for…
Virtual Reality (VR) has emerged as a promising tool for enhancing social skills and emotional well-being in individuals with Autism Spectrum Disorder (ASD). Through a technical exploration, this study employs a multiplayer serious gaming…
The application and implementation of collaborative embodiment in virtual reality (VR) are a critical aspect of the computer science landscape, aiming to enhance multi-user interaction and teamwork in immersive environments. A notable and…
Virtual reality (VR) is increasingly used as a social platform for users to interact and build connections with one another in an immersive virtual environment. Reflecting on the empirical progress in this area of study, a comprehensive…
Augmented reality games hold promise for rehabilitation, yet most remain confined to laboratory studies with limited clinical uptake. Recent advances in spatial computing, especially lightweight, glasses_form_factor AR, create a timely…
This insight paper examines embodied interaction in interactive art, focusing on body embodiment, bodily sensation (i.e., somaesthetic), and audience-artwork interaction. The authors propose a new three-dimensional descriptive model of…
Augmented Reality (AR) is becoming mobile. Mobile devices have many constraints but also rich new features that traditional desktop computers do not have. There are several survey papers on AR, but none is dedicated to Mobile Augmented…
Stress is an inevitable part of day-to-day life yet many find themselves unable to manage it themselves, particularly when professional or peer support are not always readily available. As self-care becomes increasingly vital for mental…
Personas have been widely used to understand and communicate user needs in human-centred design. Despite their utility, they may fail to meet the demands of iterative workflows due to their static nature, limited engagement, and inability…