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Stereoscopic 3D (S3D) displays provide an additional sense of depth compared to non-stereoscopic displays by sending slightly different images to the two eyes. But conventional S3D displays do not reproduce all natural depth cues. In…
The virtual reality (VR) and human-computer interaction (HCI) combination has radically changed the way users approach a virtual environment, increasing the feeling of VR immersion, and improving the user experience and usability. The…
With recent advances of Virtual Reality (VR) technology, the deployment of such will dramatically increase in non-entertainment environments, such as professional education and training, manufacturing, service, or low frequency/high risk…
This paper proposes a set of techniques to investigate eye gaze and fixation patterns while users interact with electronic user interfaces. In particular, two case studies are presented - one on analysing eye gaze while interacting with…
Immersive Virtual Reality typically requires a head-mounted display (HMD) to visualize the environment and hand-held controllers to interact with the virtual objects. Recently, many applications display full-body avatars to represent the…
This paper investigates whether a custom varifocal display can improve 3D pointing performance in augmented reality (AR), where the vergence-accommodation conflict (VAC) is known to impair interaction. Varifocal displays have been…
Digitalization and virtualization are parts of our everyday lives in almost all aspects ranging from work, education, and communication to entertainment. A novel step in this direction is the widespread interest in extended reality (XR)…
Existing saliency models have been designed and evaluated for predicting the saliency in distortion-free images. However, in practice, the image quality is affected by a host of factors at several stages of the image processing pipeline…
We provide the first perceptual quantification of user's sensitivity to radial optic flow artifacts and demonstrate a promising approach for masking this optic flow artifact via blink suppression. Near-eye HMDs allow users to feel immersed…
Tangible interactions involve multiple sensory cues, enabling the accurate perception of object properties, such as size. Research has shown, however, that if we decouple these cues (for example, by altering the visual cue), then the…
Virtual Reality (VR) is seeing increased adoption across many fields. The field of experimental cognitive science is also testing utilization of the technology combined with physiological measures such as electroencephalography (EEG) and…
This research investigates whether the interaction methods of XR headsets can be improved by using haptic feedback. As a first and most common technique, indirect interactions are considered. Indirect interactions correspond to…
Most commercially available optical see-through head-mounted displays (OST-HMDs) utilize optical combiners to simultaneously visualize the physical background and virtual objects. The displayed images perceived by users are a blend of…
Eyes serve as our primary sensory organs, responsible for processing up to 80\% of our sensory input. However, common visual aberrations like myopia and hyperopia affect a significant portion of the global population. This paper focuses on…
A large portion of today's world population suffer from vision impairments and wear prescription eyeglasses. However, eyeglasses causes additional bulk and discomfort when used with augmented and virtual reality headsets, thereby negatively…
Interaction methods based on computer-vision hold the potential to become the next powerful technology to support breakthroughs in the field of human-computer interaction. Non-invasive vision-based techniques permit unconventional…
We are experiencing an upcoming trend of using head mounted display systems in games and serious games, which is likely to become an established practice in the near future. While these systems provide highly immersive experiences, many…
Immersive Analytics (IA) and consumer adoption of augmented reality (AR) and virtual reality (VR) head-mounted displays (HMDs) are both rapidly growing. When used in conjunction, stereoscopic IA environments can offer improved user…
Virtual Reality (VR) has the potential to transform knowledge work. One advantage of VR knowledge work is that it allows extending 2D displays into the third dimension, enabling new operations, such as selecting overlapping objects or…
Virtual reality (VR) headsets provide an immersive, stereoscopic visual experience, but at the cost of blocking users from directly observing their physical environment. Passthrough techniques are intended to address this limitation by…