Related papers: Redirected Walking in Infinite Virtual Indoor Envi…
Group re-identification (re-ID) aims to match groups with the same people under different cameras, mainly involves the challenges of group members and layout changes well. Most existing methods usually use the k-nearest neighbor algorithm…
Embodied computer vision considers perception for robots in novel, unstructured environments. Of particular importance is the embodied visual exploration problem: how might a robot equipped with a camera scope out a new environment? Despite…
Recently unsupervised learning of depth from videos has made remarkable progress and the results are comparable to fully supervised methods in outdoor scenes like KITTI. However, there still exist great challenges when directly applying…
Nowadays, mobile robots are deployed in many indoor environments, such as offices or hospitals. These environments are subject to changes in the traversability that often happen by following repeating patterns. In this paper, we investigate…
Common fully glazed facades and transparent objects present architectural barriers and impede the mobility of people with low vision or blindness, for instance, a path detected behind a glass door is inaccessible unless it is correctly…
Visual slam technology is one of the key technologies for robot to explore unknown environment independently. Accurate estimation of camera pose based on visual sensor is the basis of autonomous navigation and positioning. However, most…
Virtual reality (VR) introduces sensory perturbations that may impact perception and action. The current study was designed to investigate how immersive VR presented through a head-mounted display (HMD) affects perceived functional body…
We present a new walking foot-placement controller based on 3LP, a 3D model of bipedal walking that is composed of three pendulums to simulate falling, swing and torso dynamics. Taking advantage of linear equations and closed-form solutions…
We present a robot navigation system that uses an imitation learning framework to successfully navigate in complex environments. Our framework takes a pre-built 3D scan of a real environment and trains an agent from pre-generated expert…
As social VR applications grow in popularity, blind and low vision users encounter continued accessibility barriers. Yet social VR, which enables multiple people to engage in the same virtual space, presents a unique opportunity to allow…
Virtual Reality (VR) techniques, serving as the bridge between the real and virtual worlds, have boomed and are widely used in manufacturing, remote healthcare, gaming, etc. Specifically, VR systems offer users immersive experiences that…
Today, many of the aid systems deployed for visually impaired people are mostly made for a single purpose. Be it navigation, object detection, or distance perceiving. Also, most of the deployed aid systems use indoor navigation which…
We present a new finite-size scaling method for the random walks (RW) superseeding a previously widely used renormalization group approach, which is shown here to be inconsistent. The method is valid in any dimension and is based on the…
As Virtual Reality becomes commonplace in the world, it is important for developers to focus on user interaction with the virtual world. Currently, there are limitations to some selection and navigation techniques that have not yet been…
When we get lost in Virtual Reality (VR) or want to return to a previous location, we use the same methods of locomotion for the way back as for the way forward. This is time-consuming and requires additional physical orientation changes,…
"Cultural Windows" is a research initiative designed to enrich cross-cultural understanding through immersive extended reality (XR) experiences. This project proposes a workflow for deploying AR and VR platforms, allowing users to explore…
Quasi-random walks show similar features as standard random walks, but with much less randomness. We utilize this established model from discrete mathematics and show how agents carrying out quasi-random walks can be used for image…
With the rapid advent of Virtual Reality (VR) technology and virtual tour applications, there is a research need on spatial queries tailored for simultaneous movements in both the physical and virtual worlds. Traditional spatial queries,…
This research aims to quantify human walking patterns through depth cameras to (1) detect walking pattern changes of a person with and without a motion-restricting device or a walking aid, and to (2) identify distinct walking patterns from…
This paper focuses on visual motion-based invariants that result in a representation of 3D points in which the stationary environment remains invariant, ensuring shape constancy. This is achieved even as the images undergo constant change…