Related papers: Evaluating Perceptual Deviations in Video See-Thro…
Head-worn displays for everyday wear in the form of regular eyeglasses are technically feasible with recent advances in waveguide technology. One major design decision is determining where in the user's visual field to position the display.…
Efficient motion intent communication is necessary for safe and collaborative work environments with collocated humans and robots. Humans efficiently communicate their motion intent to other humans through gestures, gaze, and social cues.…
Nowadays, Mixed Reality (MR) headsets are a game-changer for knowledge work. Unlike stationary monitors, MR headsets allow users to work with large virtual displays anywhere they wear the headset, whether in a professional office, a public…
Body actions and head gestures are natural interfaces for interaction in virtual environments. Existing methods for in-place body action recognition often require hardware more than a head-mounted display (HMD), making body action…
This study proposes a novel self-calibration method for eye tracking in a virtual reality (VR) headset. The proposed method is based on the assumptions that the user's viewpoint can freely move and that the points of regard (PoRs) from…
When viewing stereoscopic displays, people may not always be able to stay exactly in front of the display. It is known that viewing stereoscopic display from different vertical angles lead to different visual discomfort. However, the…
This paper provided empirical knowledge of the user experience for using collaborative visualization in a distributed asymmetrical setting through controlled user studies. With the ability to access various computing devices, such as…
Integrated VR (IVR) systems consist of a head-mounted display (HMD) and body-tracking capabilities. They enable users to translate their physical movements into corresponding avatar movements in real-time, allowing them to perceive their…
Human visual perception is a complex, dynamic and fluctuating process. In addition to the incoming visual stimulus, it is affected by many other factors including temporal context, both external and internal to the observer. In this study…
Introduction: Virtual audiovisual technology and its methodology has yet to be established for psychoacoustic research. This study examined the effects of different audiovisual conditions on preference when listening to multi-talker…
We conducted an eye-tracking study where 30 participants performed searches on the web. We measured their topical knowledge before and after each task. Their eye-fixations were labelled as "reading" or "scanning". The series of reading…
Cinematic Virtual Reality (CVR) is a narrative-driven VR experience that uses head-mounted displays with a 360-degree field of view. Previous research has explored different viewing modalities to enhance viewers' CVR experience. This study…
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…
The integration of Transparent Displays (TD) in various applications, such as Heads-Up Displays (HUDs) in vehicles, is a burgeoning field, poised to revolutionize user experiences. However, this innovation brings forth significant…
As head-mounted displays (HMDs) with eye-tracking become increasingly accessible, the need for effective gaze-based interfaces in virtual reality (VR) grows. Traditional gaze- or hand-based navigation often limits user precision or impairs…
Battery-constrained power consumption, compute limitations, and high frame rate requirements in head-mounted displays present unique challenges in the drive to present increasingly immersive and comfortable imagery in virtual reality.…
This work compares three locomotion techniques for an immersive VR environment: two different types of teleporting (with and without animation) and a manual (joystick-based) technique. We tested the effect of these techniques on visual…
Around-device interaction promises to extend the input space of mobile and wearable devices beyond the common but restricted touchscreen. So far, most around-device interaction approaches rely on instrumenting the device or the environment…
It has been noted anecdotally and through a small number of formal studies that ambient lighting conditions and dynamic real-world backgrounds affect the usability of optical see-through augmented reality (AR) displays; especially so in…
This paper revisits recognition of natural image pleasantness by employing deep convolutional neural networks and affordable eye trackers. There exist several approaches to recognize image pleasantness: (1) computer vision, and (2)…