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Related papers: Toward Optimized VR/AR Ergonomics: Modeling and Pr…

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Commercial Virtual Reality (VR) transforms people's virtual experiences but introduces deceptive design opportunities that threaten user privacy. Although privacy deceptive patterns on 2D platforms are well-documented, their impacts in VR…

Human-Computer Interaction · Computer Science 2026-05-12 Hilda Hadan , Michaela Valiquette , Lennart E. Nacke , Leah Zhang-Kennedy

Visual-vestibular conflicts (VVCs) are a primary contributor to visually induced motion sickness (VIMS) in head-mounted displays (HMDs). However, virtual reality (VR) comfort studies often rely on exposing seated or standing users to…

Human-Computer Interaction · Computer Science 2025-08-08 Samuel J. Levulis , Kevin W. Rio , Pablo Ramon Soria , James Wilmott , Charlie S. Burlingham , Phillip Guan

The paper addresses the following problem: given a set of man-made shapes, e.g., chairs, can we quickly rank and explore the set of shapes with respect to a given avatar pose? Answering this question requires identifying which shapes are…

Graphics · Computer Science 2014-02-25 Youyi Zheng , Julie Dorsey , Niloy Mitra

Predicting human gaze behavior within computer vision is integral for developing interactive systems that can anticipate user attention, address fundamental questions in cognitive science, and hold implications for fields like…

Image and Video Processing · Electrical Eng. & Systems 2024-07-02 Akash Awasthi , Ngan Le , Zhigang Deng , Rishi Agrawal , Carol C. Wu , Hien Van Nguyen

Human shape estimation is an important task for video editing, animation and fashion industry. Predicting 3D human body shape from natural images, however, is highly challenging due to factors such as variation in human bodies, clothing and…

Computer Vision and Pattern Recognition · Computer Science 2018-08-21 Gül Varol , Duygu Ceylan , Bryan Russell , Jimei Yang , Ersin Yumer , Ivan Laptev , Cordelia Schmid

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…

Human-Computer Interaction · Computer Science 2025-03-10 Leon Pietschmann , Michel Schimpf , Zhu-Tian Chen , Hanspeter Pfister , Thomas Bohné

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…

Human-Computer Interaction · Computer Science 2023-02-07 Wai Tong , Meng Xia , Kam Kwai Wong , Doug A. Bowman , Ting-Chuen Pong , Huamin Qu , Yalong Yang

Physical therapy (PT) plays a crucial role in muscle injury recovery, but people struggle to adhere to and perform PT exercises correctly from home. To support challenges faced with in-home PT, augmented reality (AR) holds promise in…

Human-Computer Interaction · Computer Science 2024-10-11 Jade Kandel , Sriya Kasumarthi , Danielle Albers Szafir

Augmented reality (AR) has the potential to fundamentally change how people engage with increasingly interactive urban environments. However, many challenges exist in designing and evaluating these new urban AR experiences, such as…

Human-Computer Interaction · Computer Science 2024-03-19 Tram Thi Minh Tran , Callum Parker , Marius Hoggenmüller , Luke Hespanhol , Martin Tomitsch

Conventional electromyography (EMG) measures the continuous neural activity during muscle contraction, but lacks explicit quantification of the actual contraction. Mechanomyography (MMG) and accelerometers only measure body surface motion,…

Human-Computer Interaction · Computer Science 2022-11-08 Zijing Zhang , Edwin C. Kan

Legged robots have the potential to expand the reach of autonomy beyond paved roads. In this work, we consider the difficult problem of locomotion on challenging terrains using a single forward-facing depth camera. Due to the partial…

Robotics · Computer Science 2023-04-04 Ruihan Yang , Ge Yang , Xiaolong Wang

Human locomotion emerges from high-dimensional neuromuscular control, making predictive musculoskeletal simulation challenging. We present a physiology-informed reinforcement-learning framework that constrains control using muscle…

Machine Learning · Computer Science 2026-05-29 Ilseung Park , Eunsik Choi , Jangwhan Ahn , Jooeun Ahn

Ensuring human safety is of paramount importance in warehouse environments that feature mixed traffic of human workers and autonomous mobile robots (AMRs). Current approaches often treat humans as generic dynamic obstacles, leading to…

Computer Vision and Pattern Recognition · Computer Science 2026-04-22 Maximilian Haug , Christian Stippel , Lukas Pscherer , Benjamin Schwendinger , Ralph Hoch , Angel Gaydarov , Sebastian Schlund , Thilo Sauter

Musculoskeletal models have been widely used for detailed biomechanical analysis to characterise various functional impairments given their ability to estimate movement variables (i.e., muscle forces and joint moment) which cannot be…

Signal Processing · Electrical Eng. & Systems 2022-07-05 Jie Zhang , Yihui Zhao , Fergus Shone , Zhenhong Li , Alejandro F. Frangi , Shengquan Xie , Zhiqiang Zhang

We propose a novel approach to 3D human pose estimation from a single depth map. Recently, convolutional neural network (CNN) has become a powerful paradigm in computer vision. Many of computer vision tasks have benefited from CNNs,…

Computer Vision and Pattern Recognition · Computer Science 2017-07-11 Gyeongsik Moon , Ju Yong Chang , Yumin Suh , Kyoung Mu Lee

There are currently limited guidelines on designing user interfaces (UI) for immersive augmented reality (AR) applications. Designers must reflect on their experience designing UI for desktop and mobile applications and conjecture how a UI…

Human-Computer Interaction · Computer Science 2022-06-23 Majid Pourmemar , Yashas Joshi , Charalambos Poullis

Wearable exosuits assist human movement in tasks ranging from rehabilitation to daily activities; specifically, head-neck support is necessary for patients with certain neurological disorders. Rigid-link exoskeletons have shown to enable…

Robotics · Computer Science 2026-03-17 Katalin Schäffer , Ian Bales , Haohan Zhang , Margaret McGuinness

Locomotion is one of the most essential interaction tasks in virtual reality (VR) with teleportation being widely accepted as the state-of-the-art locomotion technique at the time of this writing. A major draw-back of teleportation is the…

Human-Computer Interaction · Computer Science 2021-06-09 Dennis Wolf , Michael Rietzler , Laura Bottner , Enrico Rukzio

Immersive Virtual Reality typically requires a head-mounted display (HMD) to visualize the environment and hand-held controllers to interact with the virtual objects. Recently, many applications display full-body avatars to represent the…

Human-Computer Interaction · Computer Science 2024-07-12 Jose Luis Ponton , Reza Keshavarz , Alejandro Beacco , Nuria Pelechano

Immersive social interactions of mobile users are soon to be enabled within a virtual space, by means of virtual reality (VR) technologies and wireless cellular systems. In a VR mobile social network, the states of all interacting users…

Information Theory · Computer Science 2018-04-05 Jihong Park , Petar Popovski , Osvaldo Simeone
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