Related papers: A Virtual Reality Game to Improve Physical and Cog…
We present a benchmark suite for visual perception. The benchmark is based on more than 250K high-resolution video frames, all annotated with ground-truth data for both low-level and high-level vision tasks, including optical flow, semantic…
The human body demonstrates exceptional motor capabilities-such as standing steadily on one foot or performing a high kick with the leg raised over 1.5 meters-both requiring precise balance control. While recent research on humanoid control…
Visual Attention Prediction (VAP) is a significant and imperative issue in the field of computer vision. Most of existing VAP methods are based on deep learning. However, they do not fully take advantage of the low-level contrast features…
Handheld devices have opened up unprecedented opportunities to collect large-scale, high-quality demonstrations efficiently. However, existing systems often lack robust tactile sensing or reliable pose tracking to handle complex interaction…
A growth mindset has shown promising outcomes for increasing empathy ability. However, stimulating a growth mindset in VR-based empathy interventions is under-explored. In the present study, we implemented prosocial VR content, Our Neighbor…
In this paper we present STAR-RT - the first working prototype of Selective Tuning Attention Reference (STAR) model and Cognitive Programs (CPs). The Selective Tuning (ST) model received substantial support through psychological and…
Human errors in performing security-critical tasks are typically blamed on the complexity of those tasks. However, such errors can also occur because of (possibly unexpected) sensory distractions. A sensory distraction that produces…
Infrared and visible image fusion (IVIF) integrates complementary modalities to enhance scene perception. Current methods predominantly focus on optimizing handcrafted losses and objective metrics, often resulting in fusion outcomes that do…
We introduce DreamerV3-XP, an extension of DreamerV3 that improves exploration and learning efficiency. This includes (i) a prioritized replay buffer, scoring trajectories by return, reconstruction loss, and value error and (ii) an…
Dyslexia is a neurodevelopmental disorder estimated to strike approximately 5 to 10 per cent of the population. In particular, phonological dyslexia causes problems in connecting the sounds of words with their written forms. Consequently,…
Virtual and augmented reality (VR/AR) systems are emerging technologies requiring data rates of multiple Gbps. Existing high quality VR headsets require connections through HDMI cables to a computer rendering rich graphic contents to meet…
We introduce EMemBench, a programmatic benchmark for evaluating long-term memory of agents through interactive games. Rather than using a fixed set of questions, EMemBench generates questions from each agent's own trajectory, covering both…
While human body capacitance ($HBC$) has been explored as a novel wearable motion sensing modality, its competence has never been quantitatively demonstrated compared to that of the dominant inertial measurement unit ($IMU$) in practical…
Most commercially available optical see-through head-mounted displays (OST-HMDs) utilize optical combiners to simultaneously visualize the physical background and virtual objects. The displayed images perceived by users are a blend of…
This work represents the initial development of a haptic display system for increased presence in virtual experiences. The developed system creates a two-way connection between a virtual space, mediated through a virtual reality headset,…
Artificial behavioral agents are often evaluated based on their consistent behaviors and performance to take sequential actions in an environment to maximize some notion of cumulative reward. However, human decision making in real life…
A Human Computer Interface (HCI) System for playing games is designed here for more natural communication with the machines. The system presented here is a vision-based system for detection of long voluntary eye blinks and interpretation of…
A particular measure to evaluate a head-mounted display (HMD) based experience is the state of feeling present in virtual reality. Interruptions of a presence experience - break in presence (BIP) - appearing over time, need to be detected…
Virtual Reality (VR) technology has been proliferating in the last decade, especially in the last few years. However, Simulator Sickness (SS) still represents a significant problem for its wider adoption. Currently, the most common way to…
Prior foveated rendering methods often suffer from a limitation where the shading load escalates with increasing display resolution, leading to decreased efficiency, particularly when dealing with retinal-level resolutions. To tackle this…