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In this paper, a taxonomy for VR/AR in education is presented that can help differentiate and categorise education experiences and provide indication as to why some applications of fail whereas others succeed. Examples will be presented to…
Embodied AI models often employ off the shelf vision backbones like CLIP to encode their visual observations. Although such general purpose representations encode rich syntactic and semantic information about the scene, much of this…
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…
This study examines how AI code assistants shape novice programmers experiences during a two-part exam in an introductory programming course. In the first part, students completed a programming task with access to AI support; in the second,…
Images often communicate more than they literally depict: a set of tools can suggest an occupation and a cultural artifact can suggest a tradition. This kind of indirect visual reference, known as visual metonymy, invites viewers to recover…
In the present work we intend to introduce a system based on VR (Virtual Reality) for examining analytical-geometric structures that occur in the study of mathematics and physics concepts in the last high school classes. In our opinion, an…
Imitation learning relies on high-quality demonstrations, and teleoperation is a primary way to collect them, making teleoperation interface choice crucial for the data. Prior work mainly focused on static tasks, i.e., discrete, segmented…
Curriculum learning techniques are a viable solution for improving the accuracy of automatic models, by replacing the traditional random training with an easy-to-hard strategy. However, the standard curriculum methodology does not…
In real life, grasping is one of the fundamental and effective forms of interaction when manipulating objects. This holds true in the physical and virtual world; however, unlike the physical world, virtual reality (VR) is grasped in a…
Today's robots attempt to learn new tasks by imitating human examples. These robots watch the human complete the task, and then try to match the actions taken by the human expert. However, this standard approach to visual imitation learning…
Hands-on training is an effective way to practice theoretical cybersecurity concepts and increase participants' skills. In this paper, we discuss the application of visual analytics principles to the design, execution, and evaluation of…
By providing substantial amounts of data and standardized evaluation protocols, datasets in computer vision have helped fuel advances across all areas of visual recognition. But even in light of breakthrough results on recent benchmarks, it…
Large language model (LLM) agents are increasingly capable of orchestrating complex tasks in low-code environments. However, these agents often exhibit hallucinations and logical inconsistencies because their inherent reasoning mechanisms…
Increasing advances in affordable consumer hardware and accessible software frameworks are now bringing Virtual Reality (VR) to the masses. Especially collaborative VR applications where different people can work together are gaining…
Scientists often explore and analyze large-scale scientific simulation data by leveraging two- and three-dimensional visualizations. The data and tasks can be complex and therefore best supported using myriad display technologies, from…
Understanding how helpful a visualization is from experimental results is difficult because the observed performance is confounded with aspects of the study design, such as how useful the information that is visualized is for the task. We…
Deep learning is one of the fastest growing technologies in computer science with a plethora of applications. But this unprecedented growth has so far been limited to the consumption of deep learning experts. The primary challenge being a…
Visual programming environments are increasingly part of the curriculum in schools. Their potential for promoting creative thinking of students is an important factor in their adoption. However, there does not exist a standard approach for…
The task of providing effective instruction and facilitating comprehension of resources is a substantial difficulty in the field of Quantum Computing, mostly attributable to the complicated nature of the subject matter. Our research-based…
This paper examines how different types of large language model (LLM) agents perform on scientific visualization (SciVis) tasks, where users generate visualization workflows from natural-language instructions. We compare three primary…