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Extended Reality (XR) is a rapidly growing field offering unique immersive experiences, social networking, learning, and collaboration opportunities. The continuous advancements in XR technology and industry efforts are gradually moving…
Tracking the full body motions of users in XR (AR/VR) devices is a fundamental challenge to bring a sense of authentic social presence. Due to the absence of dedicated leg sensors, currently available body tracking methods adopt a synthesis…
Synthesizing 3D human avatars interacting realistically with a scene is an important problem with applications in AR/VR, video games and robotics. Towards this goal, we address the task of generating a virtual human -- hands and full body…
Social-physical human-robot interaction (spHRI) is difficult to study: building and programming robots that integrate multiple interaction modalities is costly and slow, while VR-based prototypes often lack physical contact, breaking users'…
Mid-air gestures in Extended Reality (XR) often cause fatigue and imprecision. Surface-based interactions offer improved accuracy and comfort, but current egocentric vision methods struggle due to hand tracking challenges and unreliable…
In augmented and virtual reality (AR/VR) experiences, a user's arms and hands can provide a convenient and tactile surface for touch input. Prior work has shown on-body input to have significant speed, accuracy, and ergonomic benefits over…
Augmented reality (AR) offers immersive interaction but remains inaccessible for users with motor impairments or limited dexterity due to reliance on precise input methods. This study proposes a gesture-based interaction system for AR…
3D data from high-resolution volumetric imaging is a central resource for diagnosis and treatment in modern medicine. While the fast development of AI enhances imaging and analysis, commonly used visualization methods lag far behind. Recent…
Hybrid mixed-reality (XR) internet-of-things (IoT) research, here called XRI, aims at a strong integration between physical and virtual objects, environments, and agents wherein IoT-enabled edge devices are deployed for sensing, context…
While current personal smart devices excel in digital domains, they fall short in assisting users during human environment interaction. This paper proposes Heads Up eXperience (HUX), an AI system designed to bridge this gap, serving as a…
Pursuing natural and marker-less human-robot interaction (HRI) has been a long-standing robotics research focus, driven by the vision of seamless collaboration without physical markers. Marker-less approaches promise an improved user…
Extended Reality (XR) technology - such as virtual and augmented reality - is now widely used in Human Computer Interaction (HCI), social science and psychology experimentation. However, these experiments are predominantly deployed in-lab…
With the widespread adoption of Extended Reality (XR) headsets, spatial computing technologies are gaining increasing attention. Spatial computing enables interaction with virtual elements through natural input methods such as eye tracking,…
Extended reality (XR) is touted as the next frontier of the digital future. XR includes all immersive technologies of augmented reality (AR), virtual reality (VR), and mixed reality (MR). XR applications obtain the real-world context of the…
Over the past decade, Extended Reality (XR), including Virtual, Augmented, and Mixed Reality, gained attention as a research instrument in human-robot interaction studies, but remains underexplored in empirical investigations of social…
Real-time synthesis of physically plausible human interactions remains a critical challenge for immersive VR/AR systems and humanoid robotics. While existing methods demonstrate progress in kinematic motion generation, they often fail to…
The rising interest of generalist robots seek to create robots with versatility to handle multiple tasks in a variety of environments, and human will interact with such robots through immersive interfaces. In the context of human-robot…
Hand-tracking enables controller-free XR interaction but does not have the tactile feedback controllers provide. Rather than treating this solely as a missing-sensation problem, we explore whether pseudo-haptic cues on an embodied virtual…
Animating an avatar that reflects a user's action in the VR world enables natural interactions with the virtual environment. It has the potential to allow remote users to communicate and collaborate in a way as if they met in person.…
This paper introduces an unobtrusive in-situ measurement method to detect user behavior changes during arbitrary exposures in XR systems. Here, such behavior changes are typically associated with the Proteus effect or bodily affordances…