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Extended reality technology has become a useful tool in many applications, but still suffers from visual deviations that can hamper the utility of the technology. This paper discusses the types of persisting visual deviations experienced…
A necessary capability for humanoid robots is the ability to stand and walk while rejecting natural disturbances. Recent progress has been made using sim-to-real reinforcement learning (RL) to train such locomotion controllers, with…
Extended reality (XR) technologies are highly suited in assisting individuals in learning motor skills and movements -- referred to as motion guidance. In motion guidance, the "feedforward" provides instructional cues of the motions that…
Virtual Reality (VR) users often experience postural instability, i.e., balance problems, which could be a major barrier to universal usability and accessibility for all, especially for persons with balance impairments. Prior research has…
In this paper we assess the impact of head movement on user's visual acuity and their quality perception of impaired images. There are physical limitations on the amount of visual information a person can perceive and physical limitations…
Objective: To systematically quantify the effect of the camera view (frontal vs. lateral) on the accuracy of 2D markerless gait analysis relative to 3D motion capture ground truth. Methods: Gait data from 18 subjects were recorded…
Vection, the visual illusion of self-motion, provides a strong marker of the VR user experience and plays an important role in both presence and cybersickness. Traditional measurements have been conducted using questionnaires, which exhibit…
A common operation performed in Virtual Reality (VR) environments is locomotion. Although real walking can represent a natural and intuitive way to manage displacements in such environments, its use is generally limited by the size of the…
Virtual Reality (VR) broadcasting has seen widespread adoption in major sports events, attributed to its ability to generate a sense of presence, curiosity, and excitement among viewers. However, we have noticed that still shots reveal a…
During virtual navigation, users exhibit varied interaction and navigation behaviors influenced by several factors. Existing theories and models have been developed to explain and predict these diverse patterns. While users often experience…
In this paper, we show that unwinding the rotations of a user immersed in a telepresence robot is preferred and may increase the feeling of presence or "being there". By immersive telepresence, we mean a scenario where a user wearing a…
We present a new dataset of "free roaming" (FR) and "targeted roaming" (TR): a pool of 41 participants is asked to walk around a university campus (FR) or is asked to find a particular room within a library (TR). Eye movements are recorded…
Visual perception plays a critical role in detecting changes within immersive Virtual Reality (VR) environments. However, as visual complexity increases, perceptual performance declines, making it more difficult to detect changes quickly…
The purpose of this study was to develop and evaluate a novel virtual reality seated orientation and mobility (VR-S-O&M) test protocol designed to assess functional vision. This study aims to provide a dataset of healthy subjects using this…
Measuring presence is critical to improving user involvement and performance in Mixed Reality (MR). \emph{Presence}, a crucial aspect of MR, is traditionally gauged using subjective questionnaires, leading to a lack of time-varying…
The vertical ground reaction force (vGRF) and its characteristic weight acceptance and push-off peaks measured during walking are important for gait and biomechanical analysis. Current wearable vGRF estimation methods suffer from drifting…
This study presents an experimental measurement of pedestrians' body rotation in bidirectional streams. A mock-up corridor monitored using a camera placed on azimuthal position is used to study pedestrians' behavior in unidirectional and…
A lot of work in social virtual reality, including our own group's, has focused on effectiveness of specific social behaviours such as eye-gaze, turn taking, gestures and other verbal and non-verbal cues. We have built upon these to look at…
Ensuring that robot navigation is safe and socially acceptable is crucial for comfortable human-robot interaction in shared environments. However, existing validation methods often rely on a bird's-eye (allocentric) perspective, which fails…
Abrupt resolution changes in virtual reality (VR) streaming can significantly impair the quality-of-experience (QoE) of users, particularly during transitions from high to low resolutions. Existing QoE models and transmission schemes…