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As robots have become increasingly common in human-rich environments, it is critical that they are able to exhibit social cues to be perceived as a cooperative and socially-conformant team member. We investigate the effect of robot gaze…
Human sensory processing is sensitive to the proximity of stimuli to the body. It is therefore plausible that these perceptual mechanisms also modulate the detectability of content in VR, depending on its location. We evaluate this in a…
Advances in wearable robotics challenge the traditional definition of human motor systems, as wearable robots redefine body structure, movement capability, and perception of their own bodies. We measured gait performance and perceived body…
Teleportation, a widely-used locomotion technique in Virtual Reality (VR), allows instantaneous movement within VR environments. Enhanced hand tracking in modern VR headsets has popularized hands-only teleportation methods, which eliminate…
Virtual Reality (VR) is increasingly used for training and demonstration purposes including a variety of applications ranging from robot learning to rehabilitation. However, the choice of input device and its visualization might influence…
Virtual reality (VR) users often encounter interruptions, posing challenges to maintaining real-world awareness during immersive experiences. The Passthrough feature in VR headsets allows users to view their physical surroundings without…
The human gaze is an important cue to signal intention, attention, distraction, and the regions of interest in the immediate surroundings. Gaze tracking can transform how robots perceive, understand, and react to people, enabling new modes…
The combination of Visual Guidance and Extended Reality (XR) technology holds the potential to greatly improve the performance of human workforces in numerous areas, particularly industrial environments. Focusing on virtual assembly tasks…
Mobile navigation apps are among the most used mobile applications and are often used as a baseline to evaluate new mobile navigation technologies in field studies. As field studies often introduce external factors that are hard to control…
We introduce to VR a novel imperceptible gaze guidance technique from a recent discovery that human gaze can be attracted to a cue that contrasts from the background in its perceptually non-distinctive ocularity, defined as the relative…
Virtual reality (VR) is increasingly being used as a research platform for investigating human responses to environmental variables. While VR provides tremendous advantages in terms of variable isolation and manipulation, and ease of…
Existing person re-identification methods rely on the visual sensor to capture the pedestrians. The image or video data from visual sensor inevitably suffers the occlusion and dramatic variations of pedestrian postures, which degrades the…
Recently, extended reality (XR) displays including augmented reality (AR) and virtual reality (VR) have integrated eye tracking capabilities, which could enable novel ways of interacting with XR content. The vergence angle of the eyes…
Reinforced random walks (RRWs), including vertex-reinforced random walks (VRRWs) and edge-reinforced random walks (ERRWs), model random walks where the transition probabilities evolve based on prior visitation history~\cite{mgr, fmk,…
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…
Virtual Reality (VR) has made significant strides, offering users a multitude of ways to interact with virtual environments. Each sensory modality in VR provides distinct inputs and interactions, enhancing the user's immersion and presence.…
We propose unwinding the rotations experienced by the user of an immersive telepresence robot to improve comfort and reduce VR sickness of the user. By immersive telepresence we refer to a situation where a 360\textdegree~camera on top of a…
Virtual reality (VR) can enrich neuropsychological testing, yet the ergonomic trade-offs of its input modes remain under-examined. Seventy-seven healthy volunteers-young (19-29 y) and middle-aged (35-56 y)-completed a VR Trail-Making Test…
Objective. Evaluate the feasibility of Virtual Reality (VR) wayfinding training with aging adults, and examine the impact of the training on wayfinding performance. Design. Design involved wayfinding tasks in a study with three groups:…
Cybersickness remains a significant challenge in virtual reality (VR), limiting its usability across various applications. Existing mitigation strategies focus on optimising VR hardware and/or software and enhancing self-motion perception…