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3D spatial perception is the problem of building and maintaining an actionable and persistent representation of the environment in real-time using sensor data and prior knowledge. Despite the fast-paced progress in robot perception, most…
To study body ownership and control, illusions that elicit these feelings in non-body objects are widely used. Classically introduced with the Rubber Hand Illusion, these illusions have been replicated more recently in virtual reality and…
In recent years there has been a strong development of the concept of virtual reality (VR) which from the first video games developed in the 60s has reached the current immersive systems. VR and the consequent deception of perception pose…
In Flusserian view of media history, humans often misperceive the world projected by media to be the world itself, leading to a loss of freedom. This paper examines Flusserian Freedom in the context of Mixed Reality (MR) and explores how…
We present a telepresence system based on a custom-made simulated holographic display that produces a full 3D model of the remote participants using commodity depth sensors. Our display is composed of a video projector and a quadrangular…
Soft robotics has emerged as a versatile field with applications across various domains, from healthcare to industrial automation, and more recently, art and interactive installations. The inherent flexibility, adaptability, and safety of…
High-fidelity digital humans are increasingly used in interactive applications, yet achieving both visual realism and real-time responsiveness remains a major challenge. We present a high-fidelity, real-time conversational digital human…
In this paper, we introduce a concept called ''virtual co-embodiment'', which enables a user to share their virtual avatar with another entity (e.g., another user, robot, or autonomous agent). We describe a proof-of-concept in which two…
We introduce CyberDemo, a novel approach to robotic imitation learning that leverages simulated human demonstrations for real-world tasks. By incorporating extensive data augmentation in a simulated environment, CyberDemo outperforms…
Utopian images in XR-games are often ambiguous. How can ambiguity be consciously designed in virtual worlds? What are the design principles for game designers? Ambiguity arises from discontinuity and decontextualization, from the deliberate…
Assistive robotic systems have shown growing potential to improve the quality of life of those with disabilities. As researchers explore the automation of various caregiving tasks, considerations for how the technology can still preserve…
This insight paper examines embodied interaction in interactive art, focusing on body embodiment, bodily sensation (i.e., somaesthetic), and audience-artwork interaction. The authors propose a new three-dimensional descriptive model of…
This research pioneers a method for generating immersive worlds, drawing inspiration from elements of vintage adventure games like Myst and employing modern text-to-image models. We explore the intricate conversion of 2D panoramas into 3D…
We propose an approach to enhancing synthetic video realism, which can re-render synthetic videos from a simulator in photorealistic fashion. Our realism enhancement approach is a zero-shot framework that focuses on preserving the…
Creating a physical digital twin of a real-world object has immense potential in robotics, content creation, and XR. In this paper, we present PhysTwin, a novel framework that uses sparse videos of dynamic objects under interaction to…
In this work we propose a deep neural network based surrogate model for a plasma shadowgraph - a technique for visualization of perturbations in a transparent medium. We are substituting the numerical code by a computationally cheaper…
Virtual Reality (VR) provides immersive experiences in the virtual world, but it may reduce users' awareness of physical surroundings and cause safety concerns and psychological discomfort. Hence, there is a need of an ambient information…
The ability to detect touch events on uninstrumented, everyday surfaces has been a long-standing goal for mixed reality systems. Prior work has shown that virtual interfaces bound to physical surfaces offer performance and ergonomic…
Active soft bodies can affect their shape through an internal actuation mechanism that induces a deformation. Similar to recent work, this paper utilizes a differentiable, quasi-static, and physics-based simulation layer to optimize for…
Alignment between real and virtual objects is a challenging task required for the deployment of Mixed Reality (MR) into manufacturing, medical, and construction applications. To face this challenge, a series of methods have been proposed.…