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This chapter gives an overview of interaction techniques for mixed reality including augmented and virtual reality (AR/VR). Various modalities for input and output are discussed. Specifically, techniques for tangible and surface-based…
Immersive video, namely 180-degree and 360-degree video designed to be viewed through head-mounted displays, constitutes a boundary case between interactive VR and conventional two-dimensional video for reconsidering self-experience in XR.…
Teaching that uses projected presentation media such as slide-shows lacks support for dynamic content whose form and behaviors require live changes during a lecture. Recent software alternatives such as the Chalktalk software platform allow…
We introduce context-aware translation, a novel method that combines the benefits of inpainting and image-to-image translation, respecting simultaneously the original input and contextual relevance -- where existing methods fall short. By…
In this paper we introduce novel Virtual Reality (VR) and Augmented Reality (AR) treatments to improve the psychological well being of patients in palliative care, based on interviews with a clinical psychologist who has successfully…
Seamless integration of virtual and physical worlds in augmented reality benefits from the system semantically "understanding" the physical environment. AR research has long focused on the potential of context awareness, demonstrating novel…
Generative AI has increasingly been used for artistic creation, but little work has explored how it shapes the experiential meaning of practice. We consider how generative AI might transform the embodied and tangible process of instant…
Pain is a multifaceted phenomenon that affects a substantial portion of the population. Reliable and consistent evaluation supports individuals experiencing pain and enables the development of effective and advanced management strategies.…
We investigate the relationship between immersion and learning across three domains (cultural heritage, environmental awareness, and high school physics) through the lens of the Cognitive Affective Model of Immersive Learning (CAMIL)…
This paper introduces a new form of real-time affective interface that engages the user in a process of conceptualisation of their emotional state. Inspired by Barrett's Theory of Constructed Emotion, `Mirror Ritual' aims to expand upon the…
In the context of artificial life art and agent-based art, this paper draws on Simon Penny's {\itshape Aesthetic of Behavior} theory and Sofian Audry's discussions on behavior computation to examine how artists design agent behaviors and…
In this work, a new and innovative way of spatial computing that appeared recently in the bibliography called True Augmented Reality (AR), is employed in cultural heritage preservation. This innovation could be adapted by the Virtual…
Emerging technologies in the domain of extended reality offer rich, new possibilities for the study and practice of joint music performance. Apart from the technological challenges, bringing music players together in extended reality raises…
Existing image-to-video generation methods often produce physically implausible motions and lack precise control over object dynamics. While prior approaches have incorporated physics simulators, they remain confined to 2D planar motions…
In order to interact with objects in our environment, humans rely on an understanding of the actions that can be performed on them, as well as their properties. When considering concrete motor actions, this knowledge has been called the…
The Ephemeral Shadow is an interactive art installation centered on the concept of "simulacrum," focusing on the reconstruction of subjectivity at the intersection of reality and virtuality. Drawing inspiration from the aesthetic imagery of…
Immersive rooms are increasingly popular augmented reality systems that support multi-agent interactions within a virtual world. However, despite extensive content creation and technological developments, insights about perceptually-driven…
Augmented Reality is a topic of foremost interest nowadays. Its main goal is to seamlessly blend virtual content in real-world scenes. Due to the lack of computational power in mobile devices, rendering a virtual object with high-quality,…
Learning functional neuroanatomy requires forming mental representations of 3D structure, but forming such representations from 2D textbook diagrams can be challenging. We address this challenge in the UW Virtual Brain Project by developing…
Mixed reality (MR) environments provide great value in displaying 3D virtual content. Systems facilitating co-located multiuser MR (Co-MUMR) experiences allow multiple users to co-present in a shared immersive virtual environment with…