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Spatial computing -- the ability of devices to be aware of their surroundings and to represent this digitally -- offers novel capabilities in human-robot interaction. In particular, the combination of spatial computing and egocentric…
Hand shadow puppetry, also known as shadowgraphy or ombromanie, is a form of theatrical art and storytelling where hand shadows are projected onto flat surfaces to create illusions of living creatures. The skilled performers create these…
Pseudo-haptic techniques are becoming increasingly popular in human-computer interaction. They replicate haptic sensations by leveraging primarily visual feedback rather than mechanical actuators. These techniques bridge the gap between the…
This paper addresses the concept of materiality in virtual environments, which we define as being composed of objects that can influence user experience actively. Such virtual materiality is closely related to its physical counterpart,…
Neural reconstruction and rendering strategies have demonstrated state-of-the-art performances due, in part, to their ability to preserve high level shape details. Existing approaches, however, either represent objects as implicit surface…
As robots become increasingly prominent in diverse industrial settings, the desire for an accessible and reliable system has correspondingly increased. Yet, the task of meaningfully assessing the feasibility of introducing a new robotic…
As artificial intelligence shifts from pure tool for delegation toward agentic collaboration, its use in the arts can shift beyond the exploration of machine autonomy toward synergistic co-creation. While our earlier robotic works utilized…
The creation of wave-dynamic illusion functionality is of great interests to various scientific communities, which can potentially transform an actual perception into the pre-controlled perception, thus empowering unprecedented applications…
Digital devices are now ubiquitous and have the potential to be used to support positive changes in human lives and promote psychological well-being. This paper presents three interactive systems that we created focusing on introspection…
In this work, we aim to propose a set of techniques to improve the controllability and aesthetic appeal when DeepDream, which uses a pre-trained neural network to modify images by hallucinating objects into them, is applied to videos. In…
We introduce the concept of a meta-object, a next-generation virtual object that inherits the form, properties, and functions of its real-world counterpart, enabling seamless synchronization, interaction, and sharing between the physical…
Data surveillance has become more covert and pervasive with AI algorithms, which can result in biased social classifications. Appearance offers intuitive identity signals, but what does it mean to let AI observe and speculate on them? We…
Physical interactive robotics, ranging from wearable devices to collaborative humanoid robots, require close coordination between mechanical design and control. However, evaluating interactive dynamics is challenging due to complex human…
The recent increase in popularity of volumetric representations for scene reconstruction and novel view synthesis has put renewed focus on animating volumetric content at high visual quality and in real-time. While implicit deformation…
This paper makes the case that a powerful new discipline, which we term perception engineering, is steadily emerging. It follows from a progression of ideas that involve creating illusions, from historical paintings and film, to video games…
Invisible persons are seen in fiction stories only, but in the real world it is proved that invisibility is possible. This paper describes the creation of invisibility with the help of technologies like Optical camouflage; Image based…
As robots enter the messy human world so the vital matter of safety takes on a fresh complexion with physical contact becoming inevitable and even desirable. We report on an artistic-exploration of how dancers, working as part of a…
Virtual Reality (VR) techniques, serving as the bridge between the real and virtual worlds, have boomed and are widely used in manufacturing, remote healthcare, gaming, etc. Specifically, VR systems offer users immersive experiences that…
Since 2014, we have been conducting experiments based on a multidisciplinary collaboration between specialists in theatrical staging and researchers in virtual reality, digital art, and video games. This team focused its work on the…
This major component of the research described in this thesis is 3D computer graphics, specifically the realistic physics-based softbody simulation and haptic responsive environments. Minor components include advanced human-computer…