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EXtended Reality (XR) is a rapidly developing paradigm for computer entertainment, and is also increasingly used for simulation, training, data analysis, and other non-entertainment purposes, often employing head-worn XR devices like the…
Depth perception in volumetric visualization plays a crucial role in the understanding and interpretation of volumetric data. Numerous visualization techniques, many of which rely on physically based optical effects, promise to improve…
The Metaverse comprises technologies to enable virtual twins of the real world, via mixed reality, internet of things, and others. As it matures unique challenges arise such as a lack of strong connections between virtual and physical…
It is human to want to touch artworks, to feel their surface curvature and texture, their shapes and structures, and to feel the hand of the artist. Museum guards need to be constantly vigilant to protect art objects from adoring and…
Pseudo-haptics techniques are interesting alternatives for generating haptic perceptions, which entails the manipulation of haptic perception through the appropriate alteration of primarily visual feedback in response to body movements.…
Mixed Reality (MR) allows users to interact with digital objects in a physical environment, but several limitations have hampered widespread adoption. Physiologically adaptive systems detecting user's states can drive interaction and…
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…
Mixed Reality (MR) headsets promise a future of immersive telepresence where virtual humans blend indistinguishably into real or virtual surroundings. Achieving this vision requires a method for capturing a user's motion, estimating…
Human re-rendering from a single image is a starkly under-constrained problem, and state-of-the-art algorithms often exhibit undesired artefacts, such as over-smoothing, unrealistic distortions of the body parts and garments, or implausible…
Hybrid mixed-reality (XR) internet-of-things (IoT) research, here called XRI, aims at a strong integration between physical and virtual objects, environments, and agents wherein IoT-enabled edge devices are deployed for sensing, context…
Virtual reality (VR) introduces sensory perturbations that may impact perception and action. The current study was designed to investigate how immersive VR presented through a head-mounted display (HMD) affects perceived functional body…
Mobile telepresence robots allow users to feel present and explore remote environments using technology. Traditionally, these systems are implemented using a camera onboard a mobile robot that can be controlled. Although high-immersion…
The human hand is the main medium through which we interact with our surroundings, making its digitization an important problem. While there are several works modeling the geometry of hands, little attention has been paid to capturing…
People regularly make inferences about objects in the world that they cannot see by flexibly integrating information from multiple sources: auditory and visual cues, language, and our prior beliefs and knowledge about the scene. How are we…
We can create Virtual Reality (VR) interactions that have no equivalent in the real world by remapping spacetime or altering users' body representation, such as stretching the user's virtual arm for manipulation of distant objects or…
The latent space of image generative models is a multi-dimensional space of compressed hidden visual knowledge. Its entity captivates computer scientists, digital artists, and media scholars alike. Latent space has become an aesthetic…
Creating realistic virtual assets is a time-consuming process: it usually involves an artist designing the object, then spending a lot of effort on tweaking its appearance. Intricate details and certain effects, such as subsurface…
When light travels through scattering media, speckles (spatially random distribution of fluctuated intensities) are formed due to the interference of light travelling along different optical paths, preventing the perception of structure,…
Most existing locomotion devices that represent the sensation of walking target a user who is actually performing a walking motion. Here, we attempted to represent the walking sensation, especially a kinesthetic sensation and advancing…
In this paper, I will attempt to establish a framework for representation in virtual worlds that may allow for input data from many different scales and virtual physics to be merged. For example, a typical virtual environment must…