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Grounding of kinesthetic feedback against a user's hand can increase the portability and wearability of a haptic device. However, the effects of different hand-grounding locations on haptic perception of a user are unknown. In this letter,…
As we move through the world, the pattern of light projected on our eyes is complex and dynamic, yet we are still able to distinguish between moving and stationary objects. We propose that humans accomplish this by exploiting constraints…
Virtual Reality (VR) is seeing increased adoption across many fields. The field of experimental cognitive science is also testing utilization of the technology combined with physiological measures such as electroencephalography (EEG) and…
To assess the impact of clutter on egocentric distance perception, we performed a mixed-design study with 60 participants in four different virtual environments (VEs) with three levels of clutter. Additionally, we compared the…
Lateral assistance systems are a significant part of the currently existing Advanced Driving Assistance System (ADAS). In most cases, such systems provide intermittent audio and haptic feedback rather than continuous feedback, making it…
Remote VR teleoperation with supernumerary robotic limbs enables distant users to operate in another's local space. While a shared first-person view aids hand-eye coordination, locking the guest's camera to the host's head can degrade…
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 this paper, we present the first contactless side-channel attack for identifying 360 videos being viewed in a Virtual Reality (VR) Head Mounted Display (HMD). Although the video content is displayed inside the HMD without any external…
We present a new approach for redirected walking in static and dynamic scenes that uses techniques from robot motion planning to compute the redirection gains that steer the user on collision-free paths in the physical space. Our first…
The relationship between a driver's glance pattern and corresponding head rotation is highly complex due to its nonlinear dependence on the individual, task, and driving context. This study explores the ability of head pose to serve as an…
There are over a hundred virtual reality (VR) locomotion techniques that exist today, with new ones being designed as VR technology evolves. The different ways of controlling locomotion techniques (e.g., gestures, button inputs, body…
Optical see-through head-mounted displays (OST HMDs) typically display virtual content at a fixed focal distance while users need to integrate this information with real-world information at different depth layers. This problem is…
We consider predicting the user's head motion in 360-degree videos, with 2 modalities only: the past user's positions and the video content (not knowing other users' traces). We make two main contributions. First, we re-examine existing…
Autonomous vehicles (AVs) can prevent collisions by understanding pedestrian intention. We conducted a virtual reality experiment with 39 participants and measured crossing times (seconds) and head orientation (yaw degrees). We manipulated…
Pseudo-haptics techniques are interesting alternatives for generating haptic perceptions, which entails the manipulation of haptic perception through the appropriate alteration of primarily visual feedback in response to body movements.…
The amount of interest in Virtual Reality (VR) research has significantly increased over the past few years, both in academia and industry. The release of commercial VR Head-Mounted Displays (HMDs) has been a major contributing factor.…
Cinematic Virtual Reality (CVR) is a narrative-driven VR experience that uses head-mounted displays with a 360-degree field of view. Previous research has explored different viewing modalities to enhance viewers' CVR experience. This study…
Virtual reality (VR) can enrich neuropsychological testing, yet the ergonomic trade-offs of its input modes remain under-examined. Seventy-seven healthy volunteers-young (19-29 y) and middle-aged (35-56 y)-completed a VR Trail-Making Test…
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…
There have been a resurge lately on virtual therapy and other virtual- and tele-medicine services due to the new normal of practicing 'shelter at home'. In this paper, we propose a creative drawing game for virtual therapy and investigate…