Related papers: Unique Identification of 50,000+ Virtual Reality U…
The animation of user avatars plays a crucial role in conveying their pose, gestures, and relative distances to virtual objects or other users. Self-avatar animation in immersive VR helps improve the user experience and provides a Sense of…
Social Virtual Reality (VR) platforms have surged in popularity, yet their security risks remain underexplored. This paper presents four novel UI attacks that covertly manipulate users into performing harmful actions through deceptive…
The growing trend of using wearable devices for context-aware computing and pervasive sensing systems has raised its potentials for quick and reliable authentication techniques. Since personal writing habitats differ from each other, it is…
People differ in how much they move their head versus their eyes when shifting gaze, yet such tendencies remain largely unexplored in HCI. We introduce head movement tendencies as a fundamental dimension of individual difference in VR and…
Person re-identification (re-ID) aims to accurately re- trieve a person from a large-scale database of images cap- tured across multiple cameras. Existing works learn deep representations using a large training subset of unique per- sons.…
Training in motor skills such as athletics, dance, or gymnastics is not possible today except in the direct presence of the coach/instructor. This paper describes a computer vision based gesture recognition system which is used to…
The metaverse is a nascent concept that envisions a virtual universe, a collaborative space where individuals can interact, create, and participate in a wide range of activities. Privacy in the metaverse is a critical concern as the concept…
Gait recognition is the process of identifying humans from their bipedal locomotion such as walking or running. As such, gait data is privacy sensitive information and should be anonymized where possible. With the rise of higher quality…
In the era of the metaverse, self-avatars are gaining popularity, as they can enhance presence and provide embodiment when a user is immersed in Virtual Reality. They are also very important in collaborative Virtual Reality to improve…
Although Virtual Reality (VR) has accelerated its prevalent adoption in emerging metaverse applications, it is not a fundamentally new technology. On one hand, most VR operating systems (OS) are based on off-the-shelf mobile OS. As a…
Objective. Evaluate the feasibility of Virtual Reality (VR) wayfinding training with aging adults, and examine the impact of the training on wayfinding performance. Design. Design involved wayfinding tasks in a study with three groups:…
VR devices have recently been actively promoted as tools for knowledge workers and prior work has demonstrated that VR can support some knowledge worker tasks. However, only a few studies have explored the effects of prolonged use of VR…
Animating an avatar that reflects a user's action in the VR world enables natural interactions with the virtual environment. It has the potential to allow remote users to communicate and collaborate in a way as if they met in person.…
Thanks to the eye-tracking sensors that are embedded in emerging consumer devices like the Vive Pro Eye, we demonstrate that it is feasible to deliver user authentication via eye movement biometrics.
Human physical motion activity identification has many potential applications in various fields, such as medical diagnosis, military sensing, sports analysis, and human-computer security interaction. With the recent advances in smartphones…
We study involuntary micro-movements of the eye for biometric identification. While prior studies extract lower-frequency macro-movements from the output of video-based eye-tracking systems and engineer explicit features of these…
Emotion recognition technology is crucial in providing a personalized user experience. It is especially important in virtual reality(VR) to assess the user's emotions to enhance their sense of immersion. We propose an emotion recognition…
With advancements in hardware, high-quality HMD devices are being developed by numerous companies, driving increased consumer interest in AR, VR, and MR applications. In this work, we present a new dataset, called VRBiom, of periocular…
Current Virtual Reality (VR) input devices make it possible to navigate a virtual environment and record immersive, personalized data regarding the user's movement and specific behavioral habits, which brings the question of the user's…
In this paper, we present the Multi-view Extended Videos with Identities (MEVID) dataset for large-scale, video person re-identification (ReID) in the wild. To our knowledge, MEVID represents the most-varied video person ReID dataset,…