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To allow non-designers' involvement in design projects new methods are needed. Co-design gives the same opportunity to all the multidisciplinary participants to co-create ideas simultaneously. Nevertheless, current co-design processes…
Audience reactions can considerably enhance live experiences; conversely, in anytime-anywhere augmented reality (AR) experiences, large crowds of people might not always be available to congregate. To get closer to simulating live events…
In recent years, everyday activities such as work and socialization have steadily shifted to more remote and virtual settings. With the COVID-19 pandemic, the switch from physical to virtual has been accelerated, which has substantially…
The IETF has been acting as one of the main actors when discussing standardization of protocols and good practices on the Internet. Collaborating with the IETF community can be complex and distant for many researchers and industry members…
Social-physical human-robot interaction (spHRI) is difficult to study: building and programming robots that integrate multiple interaction modalities is costly and slow, while VR-based prototypes often lack physical contact, breaking users'…
Today's video-conferencing tools support a rich range of professional and social activities, but their generic meeting environments cannot be dynamically adapted to align with distributed collaborators' needs. To enable end-user…
We reflect on our experiences as designers of COVID-19 data visualizations working in a distributed synchronous design space during the pandemic. This is especially relevant as the pandemic posed new challenges to distributed collaboration…
External Human-Machine Interfaces (eHMIs) are critical for seamless interactions between autonomous vehicles (AVs) and pedestrians in shared spaces. However, they often struggle to adapt to these environments, where pedestrian movement is…
This paper introduces a compound vision system that enables robots to localize people up to 15m away using a cheap camera. And, it proposes a robust navigation stack that combines Deep Reinforcement Learning (DRL) and a probabilistic…
Spatial computing -- the ability of devices to be aware of their surroundings and to represent this digitally -- offers novel capabilities in human-robot interaction. In particular, the combination of spatial computing and egocentric…
In this article, we report on the design and evaluation of an external human-machine interface (eHMI) for a real autonomous vehicle (AV), developed to operate as a shared transport pod in a pedestrianized urban space. We present insights…
We delineate the development of a mind-mapping system designed concurrently for both VR and desktop platforms. Employing an iterative methodology with groups of users, we systematically examined and improved various facets of our system,…
Proxemics, the study of spatial behavior, is fundamental to social interaction and increasingly relevant for virtual reality (VR) applications. While previous research has established that users respond to personal space violations in VR…
E-Laboratories are important components of e- learning environments, especially in scientific and technical disciplines. First widespread E-Labs consisted in proposing simulations of real systems (virtual labs), as building remote labs…
Healing Spaces proposes a new approach to multisensory interventions that show potential in ameliorating the behavioral and psychological symptoms of advanced dementia in older adults. Using smart technology, the project combines both…
We propose VRGym, a virtual reality testbed for realistic human-robot interaction. Different from existing toolkits and virtual reality environments, the VRGym emphasizes on building and training both physical and interactive agents for…
We propose a half-day workshop at IEEE VIS 2025 on addressing the emerging challenges in data-rich multimodal remote collaboration. We focus on synchronous, remote, and hybrid settings where people take part in tasks such as data analysis,…
Video conferencing has become a central part of our daily lives, thanks to the COVID-19 pandemic. Unfortunately, so have its many limitations, resulting in poor support for communicative and social behavior and ultimately, Zoom fatigue. New…
In virtual reality environments, the alignment of perceptual modalities is crucial for immersion and presence. In the AR domain, it is difficult to create such alignments because elements in the physical world are often beyond the user's…
With developments in computer graphics, hardware technology, perception engineering, and human-computer interaction, virtual reality and virtual environments are becoming more integrated into our daily lives. Head-mounted displays, however,…