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With the commercialization of virtual/augmented reality (VR/AR) devices, there is an increasing interest in combining immersive and non-immersive devices (e.g., desktop computers) for asymmetric collaborations. While such asymmetric…
As Extended Reality (XR) systems increasingly map and understand the physical world, interacting with these blended representations remains challenging. The current push for "natural" inputs has its trade-offs: touch is limited by human…
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…
Existing image-to-video generation methods often produce physically implausible motions and lack precise control over object dynamics. While prior approaches have incorporated physics simulators, they remain confined to 2D planar motions…
While virtual reality (VR) holds significant potential to revolutionize digital user interaction, how visual information is presented through VR head-mounted displays (HMDs) differs from naturalistic viewing and interactions in physical…
Mediated by today's visual displays, information space allows users to discover, access and interact with a wide range of digital and physical information. The information presented in this space may be digital, physical or a blend of both,…
Non-invasive steady-state visual evoked potential (SSVEP) based brain-computer interface (BCI) systems offer high bandwidth compared to other BCI types and require only minimal calibration and training. Virtual reality (VR) has been already…
In this work we present WIR3D, a technique for abstracting 3D shapes through a sparse set of visually meaningful curves in 3D. We optimize the parameters of Bezier curves such that they faithfully represent both the geometry and salient…
Mixed Reality (MR) and Virtual Reality (VR) simulations are hampered by requirements for hand controllers or attempts to perseverate in use of two-dimensional computer interface paradigms from the 1980s. From our efforts to produce more…
Rendering photorealistic and dynamically moving human heads is crucial for ensuring a pleasant and immersive experience in AR/VR and video conferencing applications. However, existing methods often struggle to model challenging facial…
We propose three novel spatial data selection techniques for particle data in VR visualization environments. They are designed to be target- and context-aware and be suitable for a wide range of data features and complex scenarios. Each…
We present HandOver, an extended reality (XR) interaction technique designed to unify the precision of traditional mouse input for object selection with the expressiveness of hand-tracking for object manipulation. With HandOver, the mouse…
Extended Reality (XR) enables immersive capture and re-experience of personal memories, yet how interface representations shape these experiences remains underexplored. We examine how users relive and share XR memories through three…
Contouring is an indispensable step in Radiotherapy (RT) treatment planning. However, today's contouring software is constrained to only work with a 2D display, which is less intuitive and requires high task loads. Virtual Reality (VR) has…
Incorporating accurate physics-based simulation into interactive design tools is challenging. However, adding the physics accurately becomes crucial to several emerging technologies. For example, in virtual/augmented reality (VR/AR) videos,…
Current gaze input methods for VR headsets predominantly utilize the gaze ray as a pointing cursor, often neglecting depth information in it. This study introduces FocusFlow, a novel gaze interaction technique that integrates focal depth…
Haptic feedback provides an essential sensory stimulus crucial for interaction and analyzing three-dimensional spatio-temporal phenomena on surface visualizations. Given its ability to provide enhanced spatial perception and scene…
Differentiable vector graphics (VGs) are widely used in image vectorization and vector synthesis, while existing representations are costly to optimize and struggle to achieve high-quality rendering results for high-resolution images. This…
Differentiable simulation is a promising toolkit for fast gradient-based policy optimization and system identification. However, existing approaches to differentiable simulation have largely tackled scenarios where obtaining smooth…
In this paper, we propose a new interface for virtual reality headset: a touchpad in front of the headset. To demonstrate the feasibility of the front touch interface, we built a prototype device, explored VR UI design space expansion, and…