Related papers: AvatarGo: Plug and Play self-avatars for VR
Estimating 3D human motion from an egocentric video sequence plays a critical role in human behavior understanding and has various applications in VR/AR. However, naively learning a mapping between egocentric videos and human motions is…
Advances in generative AI, speech synthesis, and embodied avatars enable systems that not only assist communication, but can act as proxies on users' behalf. Prior work in HCI has largely focused on systems as external tools, with less…
Virtual Reality (VR) systems collect fine-grained behavioral and biometric data, yet privacy policies are rarely read or understood due to their complex language, length, and poor integration into users' interaction workflows. To lower the…
In virtual reality games, players dive into fictional environments and can experience a compelling and immersive world. State-of-the-art VR systems allow for natural and intuitive navigation through physical walking. However, the tracking…
The objective of the system presented in this paper is to give users tactile feedback while walking in a virtual world through an anthropomorphic finger motion interface. We determined that the synchrony between the first person perspective…
Today there is a high variety of haptic devices capable of providing tactile feedback. Although most of existing designs are aimed at realistic simulation of the surface properties, their capabilities are limited in attempts of displaying…
In virtual reality, it is widely assumed that increased realism in hand-object interactions enhances user immersion and overall experience. However, recent studies challenge this assumption, suggesting that faithfully replicating real-world…
We propose FaceVR, a novel image-based method that enables video teleconferencing in VR based on self-reenactment. State-of-the-art face tracking methods in the VR context are focused on the animation of rigged 3d avatars. While they…
Virtual Human Simulation has been widely used for different purposes, such as comfort or accessibility analysis. In this paper, we investigate the possibility of using this type of technique to extend the training datasets of pedestrians to…
Our world is not static and humans naturally cause changes in their environments through interactions, e.g., opening doors or moving furniture. Modeling changes caused by humans is essential for building digital twins, e.g., in the context…
Building photorealistic, animatable full-body digital humans remains a longstanding challenge in computer graphics and vision. Recent advances in animatable avatar modeling have largely progressed along two directions: improving the…
Today's virtual reality (VR) systems and environments assume that users have typical abilities, which can make VR inaccessible to people with physical impairments. However, there is not yet an understanding of how inaccessible locomotion…
Avatar customization is known to positively affect crucial outcomes in numerous domains. However, it is unknown whether audial customization can confer the same benefits as visual customization. We conducted a preregistered 2 x 2 (visual…
With developments in computer graphics, hardware technology, perception engineering, and human-computer interaction, virtual reality and virtual environments are becoming more integrated into our daily lives. Head-mounted displays, however,…
The scarcity of high-quality, multimodal training data severely hinders the creation of lifelike avatar animations for conversational AI in virtual environments. Existing datasets often lack the intricate synchronization between speech,…
Virtual Reality (VR) headsets, while integral to the evolving digital ecosystem, present a critical challenge: the occlusion of users' eyes and portions of their faces, which hinders visual communication and may contribute to social…
Virtual Reality (VR) is an exciting new consumer technology which offers an immersive audio-visual experience to users through which they can navigate and interact with a digitally represented 3D space (i.e., a virtual world) using a…
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…
The growing applications of AR/VR increase the demand for real-time full-body pose estimation from Head-Mounted Displays (HMDs). Although HMDs provide joint signals from the head and hands, reconstructing a full-body pose remains…
Understanding thermal regulation and subjective perception of temperature is crucial for improving thermal comfort and human energy consumption in times of global warming. Previous work shows that an environment's color temperature affects…