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Virtual Reality (VR) headsets can open opportunities for users to accomplish complex tasks on large virtual displays, using compact setups. However, interacting with large virtual displays using existing interaction techniques might cause…
Immersive Virtual Reality typically requires a head-mounted display (HMD) to visualize the environment and hand-held controllers to interact with the virtual objects. Recently, many applications display full-body avatars to represent the…
Human-Computer Interaction(HCI) is a field that studies interactions between human users and computer systems. With the development of HCI, individuals or groups of people can use various digital technologies to achieve the optimal user…
Efficient text entry remains a primary bottleneck preventing Virtual Reality (VR) from evolving into a viable productivity platform. To address this, we conducted an empirical comparison of six physical input systems across three…
Forecasting how human hands move in egocentric views is critical for applications like augmented reality and human-robot policy transfer. Recently, several hand trajectory prediction (HTP) methods have been developed to generate future…
Recent research has proposed teleoperation of robotic and aerial vehicles using head motion tracked by a head-mounted display (HMD). First-person views of the vehicles are usually captured by onboard cameras and presented to users through…
Eye movements can provide informative cues to understand human visual scan/search behavior and cognitive load during varying tasks. Visualizations of real-time gaze measures during tasks, provide an understanding of human behavior as the…
Natural user interfaces are on the rise. Manufacturers for Augmented, Virtual, and Mixed Reality head mounted displays are increasingly integrating new sensors into their consumer grade products, allowing gesture recognition without…
Safe navigation for the visually impaired individuals remains a critical challenge, especially concerning head-level obstacles, which traditional mobility aids often fail to detect. We introduce GuideTouch, a compact, affordable, standalone…
People differ in how much they move their head versus their eyes when shifting gaze, yet such tendencies remain largely unexplored in HCI. We introduce head movement tendencies as a fundamental dimension of individual difference in VR and…
Hand gesture is a new and promising interface for locomotion in virtual environments. While several previous studies have proposed different hand gestures for virtual locomotion, little is known about their differences in terms of…
Eye Tracking (ET) can help to understand visual attention and cognitive processes in interactive environments. In attention tasks, distinguishing between relevant target objects and distractors is crucial for effective performance, yet the…
Effective human-robot interaction (HRI) in multi-object teleoperation tasks faces significant challenges due to perceptual ambiguities in virtual reality (VR) environments and the limitations of single-modality intention recognition. This…
Gaze tracking is increasingly becoming an essential component in Augmented and Virtual Reality. Modern gaze tracking al gorithms are heavyweight; they operate at most 5 Hz on mobile processors despite that near-eye cameras comfortably…
Hand tracking holds great promise for intuitive interaction paradigms, but frame-based methods often struggle to meet the requirements of accuracy, low latency, and energy efficiency, especially in resource-constrained settings such as…
Even before the Covid-19 pandemic, beneficial use cases for hygienic, touchless human-machine interaction have been explored. Gaze input, i.e., information input via eye-movements of users, represents a promising method for contact-free…
Eye tracking has been found to be useful in various tasks including diagnostic and screening tools. However, traditional eye trackers had a complicated setup and operated at a higher frequency to measure eye movements. The use of more…
Accurately drawing non-planar 3D curves in immersive Virtual Reality (VR) is indispensable for many precise 3D tasks. However, due to lack of physical support, limited depth perception, and the non-planar nature of 3D curves, it is…
While users could embody virtual avatars that mirror their physical movements in Virtual Reality, these avatars' motions can be redirected to enable novel interactions. Excessive redirection, however, could break the user's sense of…
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…