Related papers: VALID: A perceptually validated Virtual Avatar Lib…
We investigate the perception of visual variables on wall-sized tiled displays within an immersive environment. We designed and conducted two formal user studies focusing on elementary visualization reading tasks in VR. The first study…
Virtual reality is the way of the future. The use of virtual reality is expanding over time across all sectors, from the entertainment industry to the military and space. VREd is a similar concept where a virtual reality-based classroom is…
We describe the design of an immersive virtual Cyberball task that included avatar customization, and user feedback on this design. We first created a prototype of an avatar customization template and added it to a Cyberball prototype built…
Users readily embrace the rapid advancements in virtual reality (VR) technology within various everyday contexts, such as gaming, social interactions, shopping, and commerce. In order to facilitate transactions and payments, VR systems…
Given a person and a garment image, virtual try-on (VTO) aims to synthesize a realistic image of the person wearing the garment, while preserving their original pose and identity. Although recent VTO methods excel at visualizing garment…
As virtual 3D environments become more prevalent, equitable access is essential for blind and low-vision (BLV) users, who face challenges with spatial awareness, navigation, and interaction. Prior work has explored supplementing visual…
Unsupervised generation of clothed virtual humans with various appearance and animatable poses is important for creating 3D human avatars and other AR/VR applications. Existing methods are either limited to rigid object modeling, or not…
We present an approach to generate high fidelity 3D face avatar with a high-resolution UV texture map from a single image. To estimate the face geometry, we use a deep neural network to directly predict vertex coordinates of the 3D face…
Blind people use artificial intelligence-enabled visual assistance technologies (AI VAT) to gain visual access in their everyday lives, but these technologies are embedded with errors that may be difficult to verify non-visually. Previous…
Virtual reality technology is biased. It excludes approximately 95% the world's population by being primarily designed for male, western, educated, industrial, rich, and democratic populations. This bias may be due to the lack of diversity…
Digital technologies and tools have transformed the way we can study cultural heritage and the way we can recreate it digitally. Techniques such as laser scanning, photogrammetry, and a variety of Mixed Reality solutions have enabled…
VR/AR technology is a key enabler for new ways of immersively experiencing cultural heritage artifacts based on their virtual counterparts obtained from a digitization process. In this paper, we focus on enriching VR-based object inspection…
Photorealistic avatars are human avatars that look, move, and talk like real people. The performance of photorealistic avatars has significantly improved recently based on objective metrics such as PSNR, SSIM, LPIPS, FID, and FVD. However,…
Virtual reality (VR) and interactive 3D visualization systems have enhanced educational experiences and environments, particularly in complicated subjects such as anatomy education. VR-based systems surpass the potential limitations of…
In this paper, we consider a novel problem of reconstructing a 3D human avatar from multiple unconstrained frames, independent of assumptions on camera calibration, capture space, and constrained actions. The problem should be addressed by…
Increasing advances in affordable consumer hardware and accessible software frameworks are now bringing Virtual Reality (VR) to the masses. Especially collaborative VR applications where different people can work together are gaining…
Augmented and virtual reality (AR/VR) hold significant potential to transform how we communicate, collaborate, and interact with others. However, there has been a lack of work to date investigating accessibility barriers in relation to…
There is a growing need for authentication methodology in virtual reality applications. Current systems assume that the immersive experience technology is a collection of peripheral devices connected to a personal computer or mobile device.…
In recent years, numerous researchers have begun investigating how virtual reality (VR) tracking and interaction data can be used for a variety of machine learning purposes, including user identification, predicting cybersickness, and…
In this work we explore the creation of self-avatars through video pass-through in Mixed Reality (MR) applications. We present our end-to-end system, including: custom MR video pass-through implementation on a commercial head mounted…