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This work evaluates three 3D user interaction techniques to investigate their visuo-spatial working memory support for users' data exploration in immersive analytics. Two techniques are the common VR locomotion technique, Walking and…
Immersiveness is the main characteristic of Virtual Reality(VR) applications. Precise integration between hardware design and software are necessary for providing a seamless virtual experience. Allowing the user to navigate the VR scene…
Near distances are overestimated in virtual reality, and far distances are underestimated, but an explanation for these distortions remains elusive. One potential concern is that whilst the eye rotates to look at the virtual scene, the…
Using virtual reality (VR) head-mounted displays (HMDs) can induce VR sickness. VR sickness can cause strong discomfort, decrease users' presence and enjoyment, especially in games, shorten the duration of the VR experience, and can even…
Dwell input shows promise for handheld mobile contexts, but its performance is impacted by target size and viewing distance. While fixed target sizes suffice in static setups, in mobile settings, frequent posture changes alter viewing…
As virtual reality (VR) becomes widespread, head and hand motion data captured by consumer systems has become substantially more common. However, the extent of what can be inferred from such motion remains unclear. This paper investigates…
In this paper, we present an analysis of eye gaze patterns pertaining to visual cues in augmented reality (AR) for head-mounted displays (HMDs). We conducted an experimental study involving a picking and assembly task, which was guided by…
Gait analysis using computer vision is an emerging field in AI, offering clinicians an objective, multi-feature approach to analyse complex movements. Despite its promise, current applications using RGB video data alone are limited in…
Exoskeletons modulate human movement across diverse applications, from performance augmentation to daily-life assistance. These systems often enforce specific kinematic patterns to mitigate injury risks and motivate users to keep moving…
We investigate in real-life conditions and with very high accuracy the dynamics of body rotation, or yawing, of walking pedestrians - an highly complex task due to the wide variety in shapes, postures and walking gestures. We propose a…
The goal of gait recognition is to extract identity-invariant features of an individual under various gait conditions, e.g., cross-view and cross-clothing. Most gait models strive to implicitly learn the common traits across different gait…
By situating computer-generated content in the physical world, mobile augmented reality (AR) can support many tasks that involve effective search and inspection of physical environments. Currently, there is limited information regarding the…
The use of 3D cameras for gait analysis has been highly questioned due to the low accuracy they have demonstrated in the past. The objective of the study presented in this paper is to improve the accuracy of the estimations made by…
VR has recently been promoted as a tool for knowledge workers and studies have shown that it has the potential to improve knowledge work. However, studies on its prolonged use have been scarce. A prior study compared working in VR for one…
Random walks with memory typically involve rules where a preference for either revisiting or avoiding those sites visited in the past are introduced somehow. Such effects have a direct consequence on the statistics of first-passage and…
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…
This study examines stress levels in roadway workers utilizing AR-assisted multi-sensory warning systems under varying work intensities. A high-fidelity Virtual Reality environment was used to replicate real-world scenarios, allowing safe…
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…
Background. Wearable accelerometry devices allow collection of high-density activity data in large epidemiological studies both in-the-lab as well as in-the-wild (free-living). Such data can be used to detect and identify periods of…
We provide the first perceptual quantification of user's sensitivity to radial optic flow artifacts and demonstrate a promising approach for masking this optic flow artifact via blink suppression. Near-eye HMDs allow users to feel immersed…