Related papers: Another Body in the World: Flusserian Freedom in M…
Spectating digital games can be exciting. However, due to its vicarious nature, spectators often wish to engage in the gameplay beyond just watching and cheering. To blur the boundaries between spectators and players, we propose a novel…
As Extended Reality (XR) systems increasingly map and understand the physical world, interacting with these blended representations remains challenging. The current push for "natural" inputs has its trade-offs: touch is limited by human…
Augmented reality is the art to seamlessly fuse virtual objects into real ones. In this short note, we address the opposite problem, the inverse augmented reality, that is, given a perfectly augmented reality scene where human is unable to…
In the field of Virtual Reality (VR) and Augmented Reality (AR) technologies have made huge progress during the last years and also reached the field of education. The virtuality continuum, ranging from pure virtuality on one side to the…
In an era where numerous studies claim to achieve almost photorealism with real-time automated environment capture, there is a need for assessments and reproducibility in this domain. This paper presents a transparent and reproducible user…
In this poster, we present RealityDrop, a novel multimodal framework that uses Mixed Reality (MR) technology to manipulate, display, and transfer virtual content across different display systems. Employing MR as the centre of control,…
To study body ownership and control, illusions that elicit these feelings in non-body objects are widely used. Classically introduced with the Rubber Hand Illusion, these illusions have been replicated more recently in virtual reality and…
Virtual Reality, and Extended Reality in general, connect the physical body with the virtual world. Movement of our body translates to interactions with this virtual world. Only by moving our head will we see a different perspective. By…
The advent of personalized reality has arrived. Rapid development in AR/MR/VR enables users to augment or diminish their perception of the physical world. Robust tooling for digital interface modification enables users to change how their…
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…
Humans are able to conceive physical reality by jointly learning different facets thereof. To every pair of notions related to a perceived reality may correspond a mutual relation, which is a notion on its own, but one-level higher. Thus,…
Extended Reality (XR) technologies enable the personalized mediation of an individual's perceivable reality across modalities, thereby creating a Personalized Reality (PR). While this may lead to individually beneficial effects in the form…
Interacting with real-world objects in Mixed Reality (MR) often proves difficult when they are crowded, distant, or partially occluded, hindering straightforward selection and manipulation. We observe that these difficulties stem from…
Perception of the visually disjoint surfaces of our cluttered world as whole objects, physically distinct from those overlapping them, is a cognitive phenomenon called objectness that forms the basis of our visual perception. Shared by all…
Augmented Reality (AR) technologies are redefining how we perceive and interact with the world by seamlessly integrating digital elements into our physical surroundings. These technologies offer personalized experiences and transform…
Augmented reality, where digital objects are overlaid and combined with the ordinary visual surface, is a technology under rapid development, which has long been a part of visions of the digital future. In this article, I examine how gaze…
Perceiving paintings entails more than merely engaging the audience's eyes and brains; their perceptions and experiences of a painting can be intricately connected with body movement. This paper proposes an interactive art approach entitled…
With the proliferation of devices that display augmented reality (AR), now is the time for scholars and practitioners to evaluate and engage critically with emerging applications of the medium. AR mediates the way users see their bodies,…
When we watch a video, in which human hands manipulate objects, these hands may obscure some parts of those objects. We are willing to make clear how the objects are manipulated by making the image of hands semi-transparent, and showing the…
With the increasing adoption of mixed reality headsets with video passthrough functionality, concerns over perceptual and social effects have surfaced. Building on prior qualitative findings, this study quantitatively investigates the…