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With the growing technology, we humans always need something that stands out from the other thing. Gestures are most desirable source to Communicate with the Machines. Human Computer Interaction finds its importance when it comes to working…
This work evaluates three 3D user interaction techniques to investigate their visuo-spatial working memory support for users' data exploration in immersive analytics. Two techniques are the common VR locomotion technique, Walking and…
Virtual reality (VR) environments are frequently used in auditory and cognitive research to imitate real-life scenarios, presumably enhancing state-of-the-art approaches with traditional computer screens. However, the effects of different…
Optical see-through augmented reality (OST-AR) overlays digital targets and annotations on the physical world, offering promising guidance for hands-on tasks such as medical needle insertion or assembly. Recent work on OST-AR depth…
One of the open questions in the field of interaction design is "what inputs or interaction techniques should be used with augmented reality devices?" The transition from a touchpad and a keyboard to a multi-touch device was relatively…
The reliance of humans over machines has never been so high such that from object classification in photographs to adding sound to silent movies everything can be performed with the help of deep learning and machine learning algorithms.…
Comparative to conventional 2D interaction methods, virtual reality (VR) demonstrates an opportunity for unique interface and interaction design decisions. Currently, this poses a challenge when developing an accessible VR experience as…
Vision Transformers (ViTs) have been widely used in large-scale Vision and Language Pre-training (VLP) models. Though previous VLP works have proved the effectiveness of ViTs, they still suffer from computational efficiency brought by the…
The paper focuses on an immersive teleoperation system that enhances operator's ability to actively perceive the robot's surroundings. A consumer-grade HTC Vive VR system was used to synchronize the operator's hand and head movements with a…
To fill the lack of research efforts in virtual assembly of modules and training, this paper presents a virtual manipulation of building objects in an Immersive Virtual Environment (IVE). A worker wearing a Virtual Reality (VR) head-mounted…
Vision Transformers (ViTs) have become increasingly popular in large-scale Vision and Language Pre-training (VLP) models. Although previous VLP research has demonstrated the efficacy of ViTs, these efforts still struggle with computational…
The recent rise of interest in Virtual Reality (VR) came with the availability of commodity commercial VR prod- ucts, such as the Head Mounted Displays (HMD) created by Oculus and other vendors. To accelerate the user adoption of VR…
Text input on mobile devices without physical keys can be challenging for people who are blind or low-vision. We interview 12 blind adults about their experiences with current mobile text input to provide insights into what sorts of…
Due to a noticeable expansion of document recognition applicability, there is a high demand for recognition on mobile devices. A mobile camera, unlike a scanner, cannot always ensure the absence of various image distortions, therefore the…
Vision-Language Models (VLMs) demonstrate impressive performance in understanding visual content with language instruction by converting visual inputs to vision tokens. However, redundancy in vision tokens results in the degraded inference…
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,…
Efficient distributed numerical word representation models (word embeddings) combined with modern machine learning algorithms have recently yielded considerable improvement on automatic document classification tasks. However, the…
On-body menus present a novel interaction paradigm within Virtual Reality (VR) environments by embedding virtual interfaces directly onto the user's body. Unlike traditional screen-based interfaces, on-body menus enable users to interact…
Mid-air interaction is one of the promising interaction modalities in virtual reality (VR) due to its merits in naturalness and intuitiveness, but the interaction suffers from the lack of haptic feedback as no force or vibrotactile feedback…
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…