Related papers: A Virtual Reality Game to Improve Physical and Cog…
In this paper, we aim to obtain improved attention for a visual question answering (VQA) task. It is challenging to provide supervision for attention. An observation we make is that visual explanations as obtained through class activation…
This study investigates the influence of Visual Guidance (VG) on user performance and human factors within Augmented Reality (AR) via a between-subjects experiment. VG is a crucial component in AR applications, serving as a bridge between…
Increasing advances in affordable consumer hardware and accessible software frameworks are now bringing Virtual Reality (VR) to the masses. Especially collaborative VR applications where different people can work together are gaining…
In this paper we assess the impact of head movement on user's visual acuity and their quality perception of impaired images. There are physical limitations on the amount of visual information a person can perceive and physical limitations…
Higher resolution is one of the main directions and drivers in the development of virtual reality (VR) head-mounted displays (HMDs). However, given its associated higher cost, it is important to determine the benefits of having higher…
In the video game industry, great importance is given to the experience that the user has while playing a game. In particular, this experience benefits from the players' perceived sense of being in the game or immersion. The level of user…
In 2021 the Johns Hopkins University Applied Physics Laboratory held an internal challenge to develop artificially intelligent (AI) agents that could excel at the collaborative card game Hanabi. Agents were evaluated on their ability to…
This paper introduces a quantum-mechanical model that bridges the realms of cognition and quantum mechanics, offering a novel perspective on decision-making under risk and perceptual reversals. By integrating quantum theories addressing…
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…
Representation learning promises to unlock deep learning for the long tail of vision tasks without expensive labelled datasets. Yet, the absence of a unified evaluation for general visual representations hinders progress. Popular protocols…
Serious games for health are designed with specific health objectives and are increasingly being used in mental health interventions. Leveraging sensor equipped handheld devices such as smartphones and smartwatches, these games can provide…
In this paper we present an approach and a benchmark for visual reasoning in robotics applications, in particular small object grasping and manipulation. The approach and benchmark are focused on inferring object properties from visual and…
Virtual reality (VR) head-mounted displays (HMD) appear to be effective research tools, which may address the problem of ecological validity in neuropsychological testing. However, their widespread implementation is hindered by VR induced…
Attention Deficit Hyperactivity Disorder is one of the most common neurodevelopmental disorders in which patients have difficulties related to inattention, hyperactivity, and impulsivity. Those patients are in need of a psychological…
Virtual Reality (VR) has rapidly become a mainstream platform for gaming and interactive experiences, yet ensuring the quality, safety, and appropriateness of VR content remains a pressing challenge. Traditional human-based quality…
While vision-and-language models perform well on tasks such as visual question answering, they struggle when it comes to basic human commonsense reasoning skills. In this work, we introduce WinoGAViL: an online game of vision-and-language…
This project aims to motivate research in competitive human-robot interaction by creating a robot competitor that can challenge human users in certain scenarios such as physical exercise and games. With this goal in mind, we introduce the…
We examine three evaluation paradigms: standard benchmarks (e.g., MMLU and BBH), interactive games (e.g., Signalling Games or Taboo), and cognitive tests (e.g., for working memory or theory of mind). First, we investigate which of the…
We propose a novel neural rendering pipeline, Hybrid Volumetric-Textural Rendering (HVTR), which synthesizes virtual human avatars from arbitrary poses efficiently and at high quality. First, we learn to encode articulated human motions on…
We present our game, Cube2Pipes, as an attempt to investigate a unique gameplay design where we use a tangible 3D spatial puzzle, in the form of a 2X2 Rubik's Cube, as an interface to a tabletop mobile augmented reality (AR) game. The game…