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With the development of VR technology, especially the emergence of the metaverse concept, the integration of visual and tactile perception has become an expected experience in human-machine interaction. Therefore, achieving spatial-temporal…
In this work we explore the use of reinforcement learning (RL) to help with human decision making, combining state-of-the-art RL algorithms with an application to prosthetics. Managing human-machine interaction is a problem of considerable…
The effectiveness of simple sensory cues for retraining gait have been demonstrated, yet the feasibility of humanoid avatars for entrainment have yet to be investigated. Here, we describe the development of a novel method of visually cued…
The augmented-reality head-mounted display (e.g., Microsoft HoloLens) is one of the most innovative technologies in multimedia and human-computer interaction in recent years. Despite the emerging research of its applications on engineering,…
To study the processes and mechanisms of the correlation between space and time, particularly between lengths and durations in human perception, a special method (device and procedure) to conduct this experiment was designed and called LDR…
Mixed Reality (MR) systems capture continuous video streams that expose bystanders' and collaborators' gait patterns -- a biometric revealing sensitive attributes including age, gender, and health conditions. We show that video-based gait…
With the increasing spread of AR head-mounted displays suitable for everyday use, interaction with information becomes ubiquitous, even while walking. However, this requires constant shifts of our attention between walking and interacting…
The study of biomechanics during locomotion provides valuable insights into the effects of varying conditions on specific movement patterns. This research focuses on examining the influence of different shoe parameters on walking…
Advances in commercial wearable devices are increasingly facilitating the collection and analysis of everyday physiological data. This paper discusses the theoretical and practical aspects of using such ambulatory devices for the detection…
In this paper, we consider the problem of visual scanning mechanism underpinning sensorimotor tasks, such as walking and driving, in dynamic environments. We exploit eye tracking data for offering two new cognitive effort measures in visual…
Virtual reality (VR) is an important new technology that is fun-damentally changing the way people experience entertainment and education content. Due to the fact that most currently available VR products are one size fits all, the…
We consider a self-attracting random walk in dimension d=1, in presence of a field of strength s, which biases the walker toward a target site. We focus on the dynamic case (true reinforced random walk), where memory effects are implemented…
We present an extensive, in-depth analysis of the eye tracking capabilities of the Meta Quest Pro virtual reality headset using a dataset of eye movement recordings collected from 78 participants. In addition to presenting classical signal…
Passive and non-obtrusive health monitoring using wearables can potentially bring new insights into the user's health status throughout the day and may support clinical diagnosis and treatment. However, identifying segments of free-living…
Rehabilitation is important to improve quality of life for mobility-impaired patients. Smart walkers are a commonly used solution that should embed automatic and objective tools for data-driven human-in-the-loop control and monitoring.…
In the present change blindness study subjects explored stereoscopic three dimensional (3D) environments through a virtual reality (VR) headset. A novel method that tracked the subjects' head movements was used for inducing changes in the…
System responsiveness (SR) is defined as the elapsed time until a system responds to user control. SR fluctuates over time, so it must be described statistically with mean (MSR) and standard deviation (SDSR). In this paper, we examine SR in…
User experience in data visualization is typically assessed through post-viewing self-reports, but these overlook the dynamic cognitive processes during interaction. This study explores the use of mind wandering -- a phenomenon where…
In human locomotion, sensorimotor synchronization of gait consists of the coordination of stepping with rhythmic auditory cues (auditory cueing, AC). AC changes the long-range correlations among consecutive strides (fractal dynamics) into…
Purpose: In this work, we explore the potential and limitations of simulating gaze-contingent tunnel vision conditions using Virtual Reality (VR) with built-in eye tracking technology. This approach promises an easy and accessible way of…