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Robotic sensorimotor extensions (supernumerary limbs, prosthesis, handheld tools) are worn devices used to interact with the nearby environment, whether to assist the capabilities of impaired users or to enhance the dexterity of industrial…
As robots increasingly coexist with humans, they must navigate complex, dynamic environments rich in visual information and implicit social dynamics, like when to yield or move through crowds. Addressing these challenges requires…
The advent of personalized reality has arrived. Rapid development in AR/MR/VR enables users to augment or diminish their perception of the physical world. Robust tooling for digital interface modification enables users to change how their…
The advent of the post-human era has blurred the boundary between the body and artefacts. Further, external materials and information are more deeply integrated into the body, making emerging technology a key driving force for shaping…
Immersive VR telepresence ideally means being able to interact and communicate with digital avatars that are indistinguishable from and precisely reflect the behaviour of their real counterparts. The core technical challenge is two fold:…
In-person human interaction relies on our spatial perception of each other and our surroundings. Current remote communication tools partially address each of these aspects. Video calls convey real user representations but without spatial…
This study explores the virtualization of classical reality and aims to establish a clear framework to determine the limits and possibilities of virtual reality. It addresses two primary questions: whether an observer's senses can perceive…
In augmented reality (AR), where digital content is overlaid onto the real world, realistic thermal feedback has been shown to enhance immersion. Yet current thermal feedback devices, heavily influenced by the needs of virtual reality,…
Physical embodiment is a required component for robots that are structurally coupled with their real-world environments. However, most socially interactive robots do not need to physically interact with their environments in order to…
The information provided to a person's visual system by extended reality (XR) displays is not a veridical match to the information provided by the real world. Due in part to graphical limitations in XR head-mounted displays (HMDs), which…
With the rapid development of generation model, AI-based face manipulation technology, which called DeepFakes, has become more and more realistic. This means of face forgery can attack any target, which poses a new threat to personal…
Experiential AI is proposed as a new research agenda in which artists and scientists come together to dispel the mystery of algorithms and make their mechanisms vividly apparent. It addresses the challenge of finding novel ways of opening…
What is Virtual Reality? A professional tool, made to facilitate our everyday tasks? A conceptual mistake, accompanied by cybersickness and unsolved locomotion issues since the very beginning? Or just another source of entertainment that…
Virtual fixtures assist human operators in teleoperation settings by constraining their actions. This extended abstract introduces a novel virtual fixture formulation \emph{on surfaces} for tactile robotics tasks. Unlike existing methods,…
In an era where numerous studies claim to achieve almost photorealism with real-time automated environment capture, there is a need for assessments and reproducibility in this domain. This paper presents a transparent and reproducible user…
Despite the substantial progress in deep learning, its adoption in industrial robotics projects remains limited, primarily due to challenges in data acquisition and labeling. Previous sim2real approaches using domain randomization require…
Generating realistic shadows for inserted objects requires reasoning about scene geometry and illumination. However, most existing methods operate purely in image space, leaving the physical relationship between objects, lighting, and…
Underactuation is ubiquitous in human locomotion and should be ubiquitous in bipedal robotic locomotion as well. This chapter presents a coherent theory for the design of feedback controllers that achieve stable walking gaits in…
We can create Virtual Reality (VR) interactions that have no equivalent in the real world by remapping spacetime or altering users' body representation, such as stretching the user's virtual arm for manipulation of distant objects or…
Human emotions are essentially molded by lived experiences, from which we construct personalised meaning. The engagement in such meaning-making process has been practiced as an intervention in various psychotherapies to promote wellness.…