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In remote video meetings, visual non-verbal cues, such as facial expressions or head movements, are seen continuously but often only partially. This increases ambiguity compared to in-person settings and can cause misinterpretation or…
As the capability and complexity of UAVs continue to increase, the human-robot interface community has a responsibility to design better ways of specifying the complex 3D flight paths necessary for instructing them. Immersive interfaces,…
The paper focuses on an immersive teleoperation system that enhances operator's ability to actively perceive the robot's surroundings. A consumer-grade HTC Vive VR system was used to synchronize the operator's hand and head movements with a…
Video conferences play a vital role in our daily lives. However, many nonverbal cues are missing, including gaze and spatial information. We introduce LookAtChat, a web-based video conferencing system, which empowers remote users to…
Exploratory search starts with ill-defined goals and involves browsing, learning, and formulating new targets for search. To fluidly support such dynamic search behaviours, we focus on devising interactive visual facets (IVF), visualising…
Composite visualization represents a widely embraced design that combines multiple visual representations to create an integrated view. However, the traditional approach of creating composite visualizations in immersive environments…
Object selection is essential in virtual reality (VR) head-mounted displays (HMDs). Prior work mainly focuses on enhancing and evaluating techniques for selecting a single object in VR, leaving a gap in the techniques for multi-object…
Virtual Reality (VR) interfaces often rely on linear ray-casting for object selection but struggle with precision in dense or occluded environments. This late-breaking work introduces an optimized dual-layered selection mechanism combining…
Gaze estimation is instrumental in modern virtual reality (VR) systems. Despite significant progress in remote-camera gaze estimation, VR gaze research remains constrained by data scarcity, particularly the lack of large-scale, accurately…
We proposed viewpoint-tolerant shared depth perception without individual tracking by leveraging human cognitive compensation in universally 3D rendered images on a wall-sized display. While traditional 3D perception-enabled display systems…
As the demand for immersive 3D content grows, the need for intuitive and efficient interaction methods becomes paramount. Current techniques for physically manipulating 3D content within Virtual Reality (VR) often face significant…
Visually-induced motion sickness (VIMS), a side effect of perceived motion caused by visual stimulation, is a major obstacle to the widespread use of Virtual Reality (VR). Along with scene object information, visual stimulation can be…
Virtual Reality (VR) headsets can open opportunities for users to accomplish complex tasks on large virtual displays, using compact setups. However, interacting with large virtual displays using existing interaction techniques might cause…
Plasma physics simulations create complex datasets for which researchers need state-of-the-art visualization tools to gain insights. These datasets are 3D in nature but are commonly depicted and analyzed using 2D idioms displayed on 2D…
Human-Computer Interaction(HCI) is a field that studies interactions between human users and computer systems. With the development of HCI, individuals or groups of people can use various digital technologies to achieve the optimal user…
Virtual Reality (VR) interfaces are increasingly used as remote visualization media in telerobotics. Remote environments captured through RGB-D cameras and visualized using VR interfaces can enhance operators' situational awareness and…
Human visual reasoning is governed by active vision, a process where metacognitive control drives top-down goal-directed attention, dynamically routing foveal focus toward task-relevant details while maintaining peripheral awareness of the…
Social VR has increased in popularity due to its affordances for rich, embodied, and nonverbal communication. However, nonverbal communication remains inaccessible for blind and low vision people in social VR. We designed accessible cues…
Brain-computer interface (BCI) systems have potential as assistive technologies for individuals with severe motor impairments. Nevertheless, individuals must first participate in many training sessions to obtain adequate data for optimizing…
The panoramic video is widely used to build virtual reality (VR) and is expected to be one of the next generation Killer-Apps. Transmitting panoramic VR videos is a challenging task because of two problems: 1) panoramic VR videos are…