Related papers: Beyond Being Real: A Sensorimotor Control Perspect…
This paper proposes an intuitive human-swarm interaction framework inspired by our childhood memory in which we interacted with living ants by changing their positions and environments as if we were omnipotent relative to the ants. In…
This article explores a critical gap in Mixed Reality (MR) technology: while advances have been made, MR still struggles to authentically replicate human embodiment and socio-motor interaction. For MR to enable truly meaningful social…
Human bodies influence the owners' affect through posture, facial expressions, and movement. It remains unclear whether similar links between virtual bodies and affect exist. Such links could present design opportunities for virtual…
This paper introduces an interactive Mixed Reality (MR) experience and artistic inquiry entitled ``Surrealism Me'' which delves into Vil\'em Flusser's critique of media as mediators that often distort human perception of reality and…
Synthesizing 3D human avatars interacting realistically with a scene is an important problem with applications in AR/VR, video games and robotics. Towards this goal, we address the task of generating a virtual human -- hands and full body…
Extended reality (XR) devices have become ubiquitous. They are equipped with arrays of sensors, collecting extensive user and environmental data, allowing inferences about sensitive user information users may not realize they are sharing.…
A lot of work in social virtual reality, including our own group's, has focused on effectiveness of specific social behaviours such as eye-gaze, turn taking, gestures and other verbal and non-verbal cues. We have built upon these to look at…
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…
We introduce VR-Doh, an open-source, hands-on 3D modeling system that enables intuitive creation and manipulation of elastoplastic objects in Virtual Reality (VR). By customizing the Material Point Method (MPM) for real-time simulation of…
The human hand is the main medium through which we interact with our surroundings, making its digitization an important problem. While there are several works modeling the geometry of hands, little attention has been paid to capturing…
Virtual Reality (VR) museums provide immersive visiting experiences. Despite growing efforts in VR museum design optimization, limited research addresses its efficacy for older adults. We sought to investigate the challenges of and…
Teleoperation of beyond-human-scale robotic manipulators (BHSRMs) presents unique challenges that differ fundamentally from conventional human-scale systems. As these platforms gain relevance in industrial domains such as construction,…
Virtual reality (VR) technology is commonly used in entertainment applications; however, it has also been deployed in practical applications in more serious aspects of our lives, such as safety. To support people working in dangerous…
Human-Robot-Collaboration can enhance workflows by leveraging the mutual strengths of human operators and robots. Planning and understanding robot movements remain major challenges in this domain. This problem is prevalent in dynamic…
We present PhyShare, a new haptic user interface based on actuated robots. Virtual reality has recently been gaining wide adoption, and an effective haptic feedback in these scenarios can strongly support user's sensory in bridging virtual…
Real world visual navigation requires robots to operate in unfamiliar, human-occupied dynamic environments. Navigation around humans is especially difficult because it requires anticipating their future motion, which can be quite…
The integration of large language models (LLMs) into virtual reality (VR) environments has opened new pathways for creating more immersive and interactive digital humans. By leveraging the generative capabilities of LLMs alongside…
As robots become increasingly prominent in diverse industrial settings, the desire for an accessible and reliable system has correspondingly increased. Yet, the task of meaningfully assessing the feasibility of introducing a new robotic…
When collaborating face-to-face, people commonly use the surfaces and spaces around them to perform sensemaking tasks, such as spatially organising documents, notes or images. However, when people collaborate remotely using desktop…
To study body ownership and control, illusions that elicit these feelings in non-body objects are widely used. Classically introduced with the Rubber Hand Illusion, these illusions have been replicated more recently in virtual reality and…