Related papers: CAstelet in Virtual reality for shadOw AVatars (CA…
Virtual reality is expected to play a significant role in the transformation of education and psychological studies. The possibilities for its application as a visual research method can be enhanced as established frameworks and toolkits…
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…
Augmented reality (AR) games are a rich environment for researching and testing computational systems that provide subtle user guidance and training. In particular computer systems that aim to augment a user's situation awareness benefit…
This paper provided empirical knowledge of the user experience for using collaborative visualization in a distributed asymmetrical setting through controlled user studies. With the ability to access various computing devices, such as…
Rendering the visual appearance of moving humans from occluded monocular videos is a challenging task. Most existing research renders 3D humans under ideal conditions, requiring a clear and unobstructed scene. Those methods cannot be used…
Humanoid facial expression shadowing enables robots to realistically imitate human facial expressions in real time, which is critical for lifelike, facially expressive humanoid robots and affective human-robot interaction. Existing progress…
The application of Virtual Reality Environments (VRE) has been gaining momentum as a relatively new tool to assist with mitigating various difficulties including abstractness of concepts, lack of user engagement, perception of disconnection…
Mixed reality (MR) environments provide great value in displaying 3D virtual content. Systems facilitating co-located multiuser MR (Co-MUMR) experiences allow multiple users to co-present in a shared immersive virtual environment with…
Watching others play is a key ingredient of digital games and an important aspect of games user research. However, spectatorship is not very popular in virtual reality, as such games strongly rely on one's feelings of presence. In other…
What is after presence? Spatial presence, the sense of "being there", is becoming less of a primary objective and more of a baseline expectation of virtual reality. More than six decades after its invention, VR is shifting from a technical…
While experimentation with synthetic stimuli in abstracted listening situations has a long standing and successful history in hearing research, an increased interest exists on closing the remaining gap towards real-life listening by…
Alignment between real and virtual objects is a challenging task required for the deployment of Mixed Reality (MR) into manufacturing, medical, and construction applications. To face this challenge, a series of methods have been proposed.…
Although access to sufficient screen space is crucial to knowledge work, workers often find themselves with limited access to display infrastructure in remote or public settings. While virtual displays can be used to extend the available…
Gestures are central to human communication, enriching interactions through non-verbal expression. Virtual avatars increasingly use AI-generated gestures to enhance life-likeness, yet evaluations have largely been confined to 2D. Virtual…
This paper presents and analyses existing taxonomies of virtual and augmented reality and demonstrates knowledge gaps and mixed terminology which may cause confusion among educators, researchers, and developers. Several such occasions of…
Realistic shadow generation is crucial for achieving seamless image compositing, yet existing methods primarily focus on single-object insertion and often fail to generalize when multiple foreground objects are composited into a background…
A toolbox for creation and rendering of dynamic virtual acoustic environments (TASCAR) that allows direct user interaction was developed for application in hearing aid research and audiology. This technical paper describes the general…
In order to enhance levels of engagement with conversational systems, our long term research goal seeks to monitor the confusion state of a user and adapt dialogue policies in response to such user confusion states. To this end, in this…
Understanding which factors could influence co-presence in Virtual Reality could help develop more qualitative social interactions, or social interactions that generate similar sensations, emotions and feelings than the ones generated…
Rapidly developing technologies are realizing a 3D telepresence, in which geographically separated users can interact with each other through their virtual avatars. In this paper, we present novel methods to determine the avatar's position…