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The usage of virtual avatars in healthcare applications has become widely popular; however, certain critical aspects, such as social distancing and avatar size, remain insufficiently explored. This research investigates user experience and…
Digital human generation has been studied for decades and supports a wide range of real-world applications. However, most existing systems are passively animated, relying on privileged state or scripted control, which limits scalability to…
In many consumer virtual reality (VR) applications, users embody predefined characters that offer minimal customization options, frequently emphasizing storytelling over user choice. We explore whether matching a user's physical…
AI technology has enabled the creation of deepfakes: hyper-realistic synthetic media. We surveyed 315 individuals in the U.S. on their views regarding the hypothetical non-consensual creation of deepfakes depicting them, including deepfakes…
A number of recent approaches have used deep convolutional neural networks (CNNs) to build texture representations. Nevertheless, it is still unclear how these models represent texture and invariances to categorical variations. This work…
As Virtual Reality (VR) games become more popular, it is crucial to understand how deceptive game design patterns manifest and impact player experiences in this emerging medium. Our study sheds light on the presence and effects of…
The integration of large language models (LLMs) into virtual reality (VR) environments has opened new pathways for creating more immersive and interactive digital humans. By leveraging the generative capabilities of LLMs alongside…
This study aims to better understand the emotional and physiological correlates of being caressed in VR depending on the type of multisensory feedback provided and the animate or inanimate nature of the virtual representation that touches…
In this work, we explore the features that are used by humans and by convolutional neural networks (ConvNets) to classify faces. We use Guided Backpropagation (GB) to visualize the facial features that influence the output of a ConvNet the…
Despite the remarkable performance of foundation vision-language models, the shared representation space for text and vision can also encode harmful label associations detrimental to fairness. While prior work has uncovered bias in…
The automated generation of 3D human heads has been an intriguing and challenging task for computer vision researchers. Prevailing methods synthesize realistic avatars but with limited control over the diversity and quality of rendered…
Virtual reality setups are particularly suited to create a tight bond between players and their avatars up to a degree where we start perceiving the virtual representation as our own body. We hypothesize that such an illusion of virtual…
Face anonymization with generative models have become increasingly prevalent since they sanitize private information by generating virtual face images, ensuring both privacy and image utility. Such virtual face images are usually not…
Current computer graphics research practices contain racial biases that have resulted in investigations into "skin" and "hair" that focus on the hegemonic visual features of Europeans and East Asians. To broaden our research horizons to…
View-invariant object recognition is a challenging problem, which has attracted much attention among the psychology, neuroscience, and computer vision communities. Humans are notoriously good at it, even if some variations are presumably…
Deepfake videos, where a person's face is automatically swapped with a face of someone else, are becoming easier to generate with more realistic results. In response to the threat such manipulations can pose to our trust in video evidence,…
Modern avatar generators allow anyone to synthesize photorealistic real-time talking avatars, ushering in a new era of avatar-based human communication, such as with immersive AR/VR interactions or videoconferencing with limited bandwidths.…
The quality of Virtual Reality (VR) apps is vital, particularly the rendering quality of the VR Graphical User Interface (GUI). Different from traditional 2D apps, VR apps create a 3D digital scene for users, by rendering two distinct 2D…
Virtual-reality simulations of curved space are most effective and most fun when presented as a game (for example, curved-space billiards), so the user not only has something to see in the curved space, but also has something fun to do…
Human image datasets used to develop and evaluate technology should represent the diversity of human phenotypes, including skin tone. Datasets that include skin tone information frequently rely on manual skin tone ratings based on the…