Related papers: Augmenting Immersive Telepresence Experience with …
Physiological sensors are gaining the attention of manufacturers and users. As denoted by devices such as smartwatches or the newly released Kinect 2 -- which can covertly measure heartbeats -- or by the popularity of smartphone apps that…
Virtual reality (VR) is increasingly used as a platform for social interaction, including as a means for older adults to maintain engagement. However, there has been limited research to examine the features of social VR that are most…
Many teleoperation tasks require three or more tools working together, which need the cooperation of multiple operators. The effectiveness of such schemes may be limited by communication. Trimanipulation by a single operator using an…
We investigate the perception of visual variables on wall-sized tiled displays within an immersive environment. We designed and conducted two formal user studies focusing on elementary visualization reading tasks in VR. The first study…
Augmented data storytelling enhances narrative delivery by integrating visualizations with physical environments and presenter actions. Existing systems predominantly rely on body gestures or speech to control visualizations, leaving…
The creation of virtual humans increasingly leverages automated synthesis of speech and gestures, enabling expressive, adaptable agents that effectively engage users. However, the independent development of voice and gesture generation…
Despite progress in human motion capture, existing multi-view methods often face challenges in estimating the 3D pose and shape of multiple closely interacting people. This difficulty arises from reliance on accurate 2D joint estimations,…
The augmented-reality head-mounted display (e.g., Microsoft HoloLens) is one of the most innovative technologies in multimedia and human-computer interaction in recent years. Despite the emerging research of its applications on engineering,…
We report on an initial user study, which explores how players of an augmented mirror game, self-style or self-present themselves when they are allowed to see themselves in the mirror compared to when they do not see themselves. To this…
We created a hand texture resource (with different skin tone versions as well as non-human hands) for use in virtual reality studies. This makes it easier to run lab and remote studies where the hand representation is matched to the…
Virtual Reality (VR) techniques, serving as the bridge between the real and virtual worlds, have boomed and are widely used in manufacturing, remote healthcare, gaming, etc. Specifically, VR systems offer users immersive experiences that…
Physical rehabilitation plays a crucial role in restoring functional abilities, but traditional approaches often face challenges in terms of cost, accessibility, and personalized monitoring. Asynchronous physical rehabilitation has gained…
Virtual reality (VR) is an important new technology that is fun-damentally changing the way people experience entertainment and education content. Due to the fact that most currently available VR products are one size fits all, the…
Head Mounted Displays (HMDs) allow users to experience virtual reality with a great level of immersion. However, even simple physical tasks like drinking a beverage can be difficult and awkward while in a virtual reality experience. We…
While the promise of autonomous vehicles has led to significant scientific and industrial progress, fully automated, SAE level 5 conform cars will likely not see mass adoption anytime soon. Instead, in many applications, human supervision,…
In this work, we investigate facial anonymization techniques in 360{\deg} videos and assess their influence on the perceived realism, anonymization effect, and presence of participants. In comparison to traditional footage, 360{\deg} videos…
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…
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…
Size and distance perception in Virtual Reality (VR) have been widely studied, albeit in a controlled laboratory setting with a small number of participants. We describe a fully remote perceptual study with a gamified protocol to encourage…
Virtual Reality (VR) has repeatedly proven its effectiveness in student learning. However, despite its benefits, the student equipped with a personal headset remains isolated from the real world while immersed in a virtual space and the…