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Interactive volume visualization using a mixed reality (MR) system helps provide users with an intuitive spatial perception of volumetric data. Due to sophisticated requirements of user interaction and vision when using MR head-mounted…
The creation of virtual humans increasingly leverages automated synthesis of speech and gestures, enabling expressive, adaptable agents that effectively engage users. However, the independent development of voice and gesture generation…
Although audio-visual representation has been proved to be applicable in many downstream tasks, the representation of dancing videos, which is more specific and always accompanied by music with complex auditory contents, remains challenging…
Audience reactions can considerably enhance live experiences; conversely, in anytime-anywhere augmented reality (AR) experiences, large crowds of people might not always be available to congregate. To get closer to simulating live events…
Performing in-hand, contact-rich, and long-horizon dexterous manipulation remains an unsolved challenge in robotics. Prior hand dexterity works have considered each of these three challenges in isolation, yet do not combine these skills…
Extended reality (XR) enables new music-mixing workflows by moving beyond 2D faders toward embodied, spatial interaction. However, it remains unclear which six-degree-of-freedom (6DoF) gestures align with real-world mixing practices and…
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…
Physical interactive robotics, ranging from wearable devices to collaborative humanoid robots, require close coordination between mechanical design and control. However, evaluating interactive dynamics is challenging due to complex human…
Virtual reality (VR) is widely used for procedural medical training, yet most simulators emphasize realism while providing limited formative feedback. We examine how gamification affects performance, workload, and experiential quality in VR…
While Virtual Reality (VR) is increasingly employed for stress management, most applications rely heavily on audio-visual stimuli and overlook the therapeutic potential of squeezing engagement. To address this gap, we introduce VR Calm…
In multiplayer cooperative video games, players traditionally use individual controllers, inferring others' actions through on-screen visuals and their own movements. This indirect understanding limits truly collaborative gameplay. Research…
Millions of people have seen their daily habits transform, reducing physical activity and leading to mental health issues. This study explores how virtual characters impact motivation for well-being. Three prototypes with cartoon, robotic,…
Recent advances in immersive technology have opened new possibilities in sports training, especially for activities requiring precise motor skills, such as tennis. In this paper, we present a virtual reality (VR) tennis training system…
Functional upper-limb prosthetic training can improve users performance in controlling prostheses and has been incorporated into occupational therapy for individuals in need. In recent years, virtual reality (VR) and augmented reality (AR)…
An increasing number of virtual reality applications require environments that emulate real-world conditions. These environments often involve dynamic virtual humans showing realistic behaviors. Understanding user perception and navigation…
Humanoid robots have seen remarkable advances in dexterity, balance, and locomotion, yet their role in expressive domains such as music performance remains largely unexplored. Musical tasks, like drumming, present unique challenges,…
This article presents an interactive system for stage acoustics experimentation including considerations for hearing one's own and others' instruments. The quality of real-time auralization systems for psychophysical experiments on music…
This paper presents a wearable electrotactile feedback system to enhance contact information for mid-air interactions with virtual objects. In particular, we propose the use of electrotactile feedback to render the interpenetration distance…
Digital technologies are reshaping how people experience their surroundings, often pulling focus toward virtual spaces and making it harder to stay present and engaged. Wearable augmented reality (AR), by embedding digital information into…
This study aims to better understand the emotional and physiological correlates of being caressed in VR depending on the type of multisensory feedback provided and the animate or inanimate nature of the virtual representation that touches…