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Social VR enables people to interact over distance with others in real-time. It allows remote people, typically represented as avatars, to communicate and perform activities together in a join shared virtual environment, extending the…
The Metaverse through VR headsets is a rapidly growing concept, but the high cost of entry currently limits access for many users. This project aims to provide an accessible entry point to the immersive Metaverse experience by leveraging…
This paper presents StreamChat, a novel approach that enhances the interaction capabilities of Large Multimodal Models (LMMs) with streaming video content. In streaming interaction scenarios, existing methods rely solely on visual…
Virtual reality (VR) video provides an immersive 360 viewing experience to a user wearing a head-mounted display: as the user rotates his head, correspondingly different fields-of-view (FoV) of the 360 video are rendered for observation.…
In-person human interaction relies on our spatial perception of each other and our surroundings. Current remote communication tools partially address each of these aspects. Video calls convey real user representations but without spatial…
Deaf and Hard-of-Hearing (DHH) individuals are increasingly participating as livestreamers in China's e-commerce livestreaming industry but face obstacles that limit the scope and diversity of their audience. Our paper examines these…
Livestreaming has rapidly become a popular online pastime, with real-time interaction between streamer and viewer being a key motivating feature. However, viewers have traditionally had limited opportunity to directly influence the streamed…
Vision-and-Language Navigation (VLN) in real-world settings requires agents to process continuous visual streams and generate actions with low latency grounded in language instructions. While Video-based Large Language Models (Video-LLMs)…
Understanding continuous video streams plays a fundamental role in real-time applications including embodied AI and autonomous driving. Unlike offline video understanding, streaming video understanding requires the ability to process video…
StreamBED is an embodied VR training for citizen scientists to make qualitative stream assessments. Early findings garnered positive feedback about training qualitative assessment using a virtual representation of different stream spaces,…
Computer-mediated concerts can be enjoyed on various devices, from desktop and mobile to VR devices, often supporting multiple devices simultaneously. However, due to the limited accessibility of VR devices, relatively small audience…
VTubing, the practice of live streaming using virtual avatars, has gained worldwide popularity among streamers seeking to maintain anonymity. While previous research has primarily focused on the social and cultural aspects of VTubing, there…
Understanding livestream platforms' accessibility challenges for minority groups, such as people with disabilities, is critical to increasing the diversity and inclusion of those platforms. While prior work investigated the experiences of…
The recent rise of interest in Virtual Reality (VR) came with the availability of commodity commercial VR prod- ucts, such as the Head Mounted Displays (HMD) created by Oculus and other vendors. To accelerate the user adoption of VR…
Virtual Reality (VR) offers a unique collaborative experience, with parallel views playing a pivotal role in Collaborative Virtual Environments by supporting the transfer and delivery of items. Sharing and manipulating partners' views…
Despite the impressive progress of telepresence systems for room-scale scenes with static and dynamic scene entities, expanding their capabilities to scenarios with larger dynamic environments beyond a fixed size of a few square-meters…
Watching others play is a key ingredient of digital games and an important aspect of games user research. However, spectatorship is not very popular in virtual reality, as such games strongly rely on one's feelings of presence. In other…
Remote communication has rapidly become a part of everyday life in both professional and personal contexts. However, popular video conferencing applications present limitations in terms of quality of communication, immersion and social…
Virtual Reality (VR) enables users to collaborate while exploring scenarios not realizable in the physical world. We propose CollabVR, a distributed multi-user collaboration environment, to explore how digital content improves expression…
Recent advances in Large Language Models (LLMs) have enabled the development of Video-LLMs, advancing multimodal learning by bridging video data with language tasks. However, current video understanding models struggle with processing long…