Related papers: ARWalker: A Virtual Walking Companion Application
In this position paper, we propose researching the combination of Augmented Reality (AR) and Artificial Intelligence (AI) to support conversations, inspired by the interfaces of dialogue systems commonly found in videogames. AR-capable…
Mixed Reality (MR) and Artificial Intelligence (AI) are increasingly becoming integral parts of our daily lives. Their applications range in fields from healthcare to education to entertainment. MR has opened a new frontier for such fields…
With the rapid development of the internet of things (IoT) and artificial intelligence (AI) technologies, human activity recognition (HAR) has been applied in a variety of domains such as security and surveillance, human-robot interaction,…
Approximately 200 million individuals around the world suffer from varying degrees of visual impairment, making it crucial to leverage AI technology to offer walking assistance for these people. With the recent progress of vision-language…
This scoping review examines the broad applications, risks, and ethical challenges associated with Extended Reality (XR) technologies, including Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), within the context of…
Advancements in augmented reality (AR) technologies offer immense potential for mobile experiences. However, most commercial and educational AR systems assume a baseline of predictable user behavior and stationary interaction. Preschoolers…
Future astronauts living and working on the Moon will face extreme environmental conditions impeding their operational safety and performance. While it has been suggested that Augmented Reality (AR) Head-Up Displays (HUDs) could potentially…
Gait asymmetry, a consequence of various neurological or physical conditions such as aging and stroke, detrimentally impacts bipedal locomotion, causing biomechanical alterations, increasing the risk of falls and reducing quality of life.…
Previous studies showed that natural walking reduces the susceptibility to VR sickness. However, many users still experience VR sickness when wearing VR headsets that allow free walking in room-scale spaces. This paper studies VR sickness…
The combination of increased life expectancy and falling birth rates is resulting in an aging population. Wearable Sensor-based Human Activity Recognition (WSHAR) emerges as a promising assistive technology to support the daily lives of…
Many people often take walking for granted, but for individuals with mobility disabilities, this seemingly simple act can feel out of reach. This reality can foster a sense of disconnect from the world since walking is a fundamental way in…
Public speaking anxiety affects many individuals, yet opportunities for real-world practice remain limited. This study explores how augmented reality (AR) can provide an accessible training environment for public speaking. Drawing from…
Animating an avatar that reflects a user's action in the VR world enables natural interactions with the virtual environment. It has the potential to allow remote users to communicate and collaborate in a way as if they met in person.…
Augmented reality (AR) games, particularly those designed for head-mounted displays, have grown increasingly prevalent. However, most existing systems depend on pre-scanned, static environments and rely heavily on continuous tracking or…
Wearable Augmented Reality (AR) is increasingly deployed in on-the-move contexts such as automated driving, cycling, and pedestrian navigation. To date, most systems rely on additive overlays that highlight hazards, intentions, or…
Despite the rise of digital libraries and online reading platforms, physical libraries still offer unique benefits for education and community engagement. However, due to the convenience of digital resources, physical library visits,…
Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers,…
Augmented reality (AR) is one of the relatively old, yet trending areas in the intersection of computer vision and computer graphics with numerous applications in several areas, from gaming and entertainment, to education and healthcare.…
Augmented reality (AR) technology provides means for embedding visualization in a real-world context. Such techniques allow situated analyses of live data in their spatial domain. However, as existing techniques have to be adapted for this…
Mobile video calls are widely used to share information about real-world objects and environments with remote collaborators. While these calls provide valuable visual context in real time, the experience of interacting with people and…