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While augmented reality (AR) research demonstrates benefits of embedded visualizations for gross motor training, its applicability to facial exercises remains under-explored. Providing effective real-time feedback for facial muscle training…
Humans naturally perceive surrounding scenes by unifying sound and sight in a first-person view. Likewise, machines are advanced to approach human intelligence by learning with multisensory inputs from an egocentric perspective. In this…
Augmented reality (AR) is emerging in visual search tasks for increasingly immersive interactions with virtual objects. We propose an AR approach providing visual and audio hints along with gaze-assisted instant post-task feedback for…
Current AI systems minimize risk by enforcing ideological neutrality, yet this may introduce automation bias by suppressing cognitive engagement in human decision-making. We conducted randomized trials with 2,500 participants to test…
We address speaker comparison by listening in a game-like environment, hypothesized to make the task more motivating for naive listeners. We present the same 30 trials selected with the help of an x-vector speaker recognition system from…
This preliminary study investigated user experiences in VR horror games, highlighting fear-triggering and gender-based differences in perception. By utilizing a scientifically validated and specially designed questionnaire, we successfully…
Virtual humans need to be persuasive in order to promote behaviour change in human users. While several studies have focused on understanding the numerous aspects that influence the degree of persuasion, most of them are limited to dyadic…
How does visual information included in training affect language processing in audio- and text-based deep learning models? We explore how such visual grounding affects model-internal representations of words, and find substantially…
This paper contributes to building a standard process of research and development (R&D) for new user experiences (UX) in metaverse services. We tested this R&D process on a new UX proof of concept (PoC) for Meta Quest head-mounted display…
Auditory-verbal training is essential for children with hearing challenges, and the gamification approach has become a promising direction for improving the rehabilitation experience and effect. However, the specific influence of the…
In this paper we explore the potential of utilizing Virtual Reality (VR) as a therapeutic tool for supporting individuals in the LGBTQ+ community, who often face elevated risks of mental health issues. Specifically, we investigated the…
The increasing integration of artificial intelligence (AI) in visual analytics (VA) tools raises vital questions about the behavior of users, their trust, and the potential of induced biases when provided with guidance during data…
This paper presents an investigation into the impact of adding adjustment features to an existing sign language (SL) avatar on a Microsoft Hololens 2 device. Through a detailed analysis of interactions of expert German Sign Language (DGS)…
Virtual reality (VR) and interactive 3D visualization systems have enhanced educational experiences and environments, particularly in complicated subjects such as anatomy education. VR-based systems surpass the potential limitations of…
Individual differences in personality determine our preferences, traits and values, which should similarly hold for the way we express ourselves. With current advancements and transformations of technology and society, text-based…
The use of natural language and voice-based interfaces gradu-ally transforms how consumers search, shop, and express their preferences. The current work explores how changes in the syntactical structure of the interaction with…
Codec Avatars are a recent class of learned, photorealistic face models that accurately represent the geometry and texture of a person in 3D (i.e., for virtual reality), and are almost indistinguishable from video. In this paper we describe…
Audiovisual representation learning typically relies on the correspondence between sight and sound. However, there are often multiple audio tracks that can correspond with a visual scene. Consider, for example, different conversations on…
An important application of interactive machine learning is extending or amplifying the cognitive and physical capabilities of a human. To accomplish this, machines need to learn about their human users' intentions and adapt to their…
This paper presents a study of the dynamic coupling between a user and a virtual character during body interaction. Coupling is directly linked with other dimensions, such as co-presence, engagement, and believability, and was measured in…