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Wearable augmented reality (AR) offers new ways for supporting the interaction between autonomous vehicles (AVs) and pedestrians due to its ability to integrate timely and contextually relevant data into the user's field of view. This…
Shared experiences are fundamental to social connection, yet media consumption is increasingly solitary. While AI companions offer real-time reactions and emotional regulation, existing systems either rely on single-agent designs or lack…
Human-AI co-creativity involves humans and AI collaborating on a shared creative product as partners. In a creative collaboration, communication is an essential component among collaborators. In many existing co-creative systems users can…
A shared space area is a low-speed urban area in which pedestrians, cyclists, and vehicles share the road, often relying on informal interaction rules and greatly expanding freedom of movement for pedestrians and cyclists. While shared…
To determine the 3D orientation and 3D location of objects in the surroundings of a camera mounted on a robot or mobile device, we developed two powerful algorithms in object detection and temporal tracking that are combined seamlessly for…
We present a novel mixed reality (MR) telepresence system enabling a local user to interact with a remote user through full-body avatars in their own rooms. If the remote rooms have different sizes and furniture arrangements, directly…
This study investigates the influence of Visual Guidance (VG) on user performance and human factors within Augmented Reality (AR) via a between-subjects experiment. VG is a crucial component in AR applications, serving as a bridge between…
Research examining older adults interactions with Virtual Reality (VR) and the impact of social VR experiences on outcomes such as social engagement has been limited, especially among older adults. This multi-site pilot study evaluated the…
Humans live and act in 3D space, but often work and communicate on 2D surfaces. The prevalence of online communication on 2D screens raises the issue of whether human spatial configuration affects our capabilities, social perception, and…
Matching avatar characteristics to a user can impact sense of embodiment (SoE) in VR. However, few studies have examined how participant demographics may interact with these matching effects. We recruited a diverse and racially balanced…
Augmented reality is projected to be a primary mode of information consumption on the go, seamlessly integrating virtual content into the physical world. However, the potential perceptual demands of viewing virtual annotations while…
Augmented Reality (AR) solutions are providing tools that could improve applications in the medical and industrial fields. Augmentation can provide additional information in training, visualization, and work scenarios, to increase…
Change blindness is a phenomenon where an individual fails to notice alterations in a visual scene when a change occurs during a brief interruption or distraction. Understanding this phenomenon is specifically important for the technique…
In this paper we report on a study conducted with a group of older adults in which they engaged in participatory design workshops to create a VR ATM training simulation. Based on observation, recordings and the developed VR application we…
When establishing a visual connection between a virtual reality user and an augmented reality user, it is important to consider whether the augmented reality user faces a surplus of information. Augmented reality, compared to virtual…
The use of head-mounted display technologies for virtual reality experiences is inherently single-user-centred, allowing for the visual immersion of its user in the computer-generated environment. This isolates them from their physical…
Metaverse learning environments allow for a seamless and intuitive transition between activities compared to Virtual Reality (VR) learning environments, due to their interconnected design. The design of VR scenes is important for creating…
Bridging the physical and digital world through interaction remains a core challenge in augmented reality (AR). Existing systems target single objects, limiting support for planning, comparison, and assembly tasks that depend on…
Asymmetric AR/VR collaboration systems bring a remote VR user to a local AR user's physical environment, allowing them to communicate and work within a shared virtual/physical space. Such systems often display the remote environment through…
Natural interaction between multiple users within a shared virtual environment (VE) relies on each other's awareness of the current position of the interaction partners. This, however, cannot be warranted when users employ noncontinuous…