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Video see-through (VST) technology aims to seamlessly blend virtual and physical worlds by reconstructing reality through cameras. While manufacturers promise perceptual fidelity, it remains unclear how close these systems are to…
Aging or sedentary behavior can decrease motor capabilities causing a loss of autonomy. Prevention or readaptation programs that involve practice of physical activities can be precious tools to fight against this phenomenon. ?Serious? video…
Visualization recommendation aims to enable rapid visual analysis of massive datasets. In real-world scenarios, it is essential to quickly gather and comprehend user preferences to cover users from diverse backgrounds, including varying…
Recent research has focused on the effectiveness of Virtual Reality (VR) in games as a more immersive method of interaction. However, there is a lack of robust analysis of the physiological effects between VR and flatscreen (FS) gaming.…
As digital worlds become ubiquitous via video games, simulations, virtual and augmented reality, people with disabilities who cannot access those worlds are becoming increasingly disenfranchised. More often than not the design of these…
Studies of human cognition often rely on brief, highly controlled tasks that emphasize group-level effects but poorly capture the rich variability within and between individuals. A suite of minigames built on the novel pixelDOPA platform…
As cognitive interventions for older adults evolve, modern technologies are increasingly integrated into their development. This study investigates the efficacy of augmented reality (AR)-based physical-cognitive training using an…
Visual attention serves as a means of feature selection mechanism in the perceptual system. Motivated by Broadbent's leaky filter model of selective attention, we evaluate how such mechanism could be implemented and affect the learning…
Estimating the 3D poses of hands and objects from a single RGB image is a fundamental yet challenging problem, with broad applications in augmented reality and human-computer interaction. Existing methods largely rely on visual cues alone,…
Building computer systems that can converse about their visual environment is one of the oldest concerns of research in Artificial Intelligence and Computational Linguistics (see, for example, Winograd's 1972 SHRDLU system). Only recently,…
Virtual Reality (VR) users often encounter postural instability, i.e., balance issues, which can be a significant impediment to universal usability and accessibility, particularly for those with balance impairments. Prior research has…
In many vision-based reinforcement learning (RL) problems, the agent controls a movable object in its visual field, e.g., the player's avatar in video games and the robotic arm in visual grasping and manipulation. Leveraging…
Optical see-though head-mounted displays (OST HMDs) are one of the key technologies for merging virtual objects and physical scenes to provide an immersive mixed reality (MR) environment to its user. A fundamental limitation of HMDs is,…
Augmented reality (AR) games, particularly those designed for head-mounted displays, have grown increasingly prevalent. However, most existing systems depend on pre-scanned, static environments and rely heavily on continuous tracking or…
Capture the Flag games represent a popular method of cybersecurity training. Providing meaningful insight into the training progress is essential for increasing learning impact and supporting participants' motivation, especially in advanced…
In order to address the limitations of gestural capabilities in physical robots, researchers in Virtual, Augmented, Mixed Reality Human-Robot Interaction (VAM-HRI) have been using augmented-reality visualizations that increase robot…
Virtual Reality (VR) games require players to translate high-level semantic actions into precise device manipulations using controllers and head-mounted displays (HMDs). While humans intuitively perform this translation based on common…
Humans naturally integrate vision and haptics for robust object perception during manipulation. The loss of either modality significantly degrades performance. Inspired by this multisensory integration, prior object pose estimation research…
This work-in-progress paper discusses the use of student-centered pedagogy to teach clinical oculomotor examination via Virtual Reality (VR). Traditional methods, such as PowerPoint slides and lab activities, are often insufficient for…
Numerous children diagnosed with Autism Spectrum Disorder (ASD) exhibit abnormal eye gaze pattern in communication and social interaction. Due to the high cost of ASD interventions and a shortage of professional therapists, researchers have…