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