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The metaverse is said to be the future Internet and will consist of several worlds called verses. This concept is being discussed a lot lately, however, the security issues of these virtual worlds are not discussed enough. This study first…
A highly secure, foolproof, user authentication system is still a primary focus of research in the field of User Privacy and Security. Shoulder-surfing is an act of spying when an authorized user is logging into a system, and is promoted by…
Gait recognition (GR) is a growing biometric modality used for person identification from a distance through visual cameras. GR provides a secure and reliable alternative to fingerprint and face recognition, as it is harder to distinguish…
Virtual Reality (VR) is an exciting new consumer technology which offers an immersive audio-visual experience to users through which they can navigate and interact with a digitally represented 3D space (i.e., a virtual world) using a…
This paper proposes a new objective metric of exceptional motion in VR video contents for VR sickness assessment. In VR environment, VR sickness can be caused by several factors which are mismatched motion, field of view, motion parallax,…
In this paper, we developed a virtual reality (VR) system that can simulate color blindness and weakness. We built an immersive 3D web view interface where participants can discuss accessibility requirements for a fitness website projects…
Augmented Virtuality integrates physical content into virtual environments, but the occlusion of physical by virtual content is a challenge. This unwanted occlusion may disrupt user interactions with physical devices and compromise safety…
In this paper, a study aimed at investigating the effects of real (using eye tracking to determine the fixation) and simulated foveated blurring in immersive Virtual Reality is presented. Techniques to reduce the optical flow perceived at…
Current visual implants still provide very low resolution and limited field of view, thus limiting visual acuity in implanted patients. Developments of new strategies of artificial vision simulation systems by harnessing new advancements in…
Camera-based technology can be privacy-invasive, especially for bystanders who can be captured by the cameras but do not have direct control or access to the devices. The privacy threats become even more significant to bystanders with…
Even though architectural modelling radically evolved over the course of its history, the current integration of Augmented Reality (AR) and Virtual Reality(VR) components in the corresponding design tasks is mostly limited to enhancing…
Bridging the sim-to-real gap is important for applying low-cost simulation data to real-world robotic systems. However, previous methods are severely limited by treating each transfer as an isolated endeavor, demanding repeated, costly…
In visual question answering (VQA), a machine must answer a question given an associated image. Recently, accessibility researchers have explored whether VQA can be deployed in a real-world setting where users with visual impairments learn…
For decades, manufacturers have attempted to reduce or eliminate the optical aberrations that appear on the progressive addition lens' surfaces during manufacturing. Besides every effort made, some of these distortions are inevitable given…
Video games remain largely inaccessible to visually impaired people (VIPs). Today's blind-accessible games are highly simplified renditions of what sighted players enjoy, and they do not give VIPs the same freedom to look around and explore…
To see what is not in the image is one of the broader missions of computer vision. Technology to inpaint images has made significant progress with the coming of deep learning. This paper proposes a method to tackle occlusion specific to…
Video Motion Magnification (VMM) reveals imperceptible dynamics but often suffers from structural inconsistencies under complex geometric transformations. Existing learning-based methods generally face a trade-off between the limited global…
The objective of this study is to investigate the impact of several auditory feedback modalities on gait (i.e., walking patterns) in virtual reality (VR). Prior research has substantiated gait disturbances in VR users as one of the primary…
In this paper, we analyze how different path aspects affect a user's experience, mainly VR sickness and overall comfort, while immersed in an autonomously moving telepresence robot through a virtual reality headset. In particular, we focus…
We address the black-box issue of VR sickness assessment (VRSA) by evaluating the level of physical symptoms of VR sickness. For the VR contents inducing the similar VR sickness level, the physical symptoms can vary depending on the…