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Extended reality (XR) technologies-encompassing virtual reality (VR), augmented reality (AR), and mixed reality (MR) are transforming cognitive assessment and training by offering immersive, interactive environments that simulate real-world…
Reinforcement Learning (RL) is a rapidly growing area of machine learning that finds its application in a broad range of domains, from finance and healthcare to robotics and gaming. Compared to other machine learning techniques, RL agents…
Virtual environments (VEs) offer potential benefits to health and safety training: exposure to dangerous (virtual) environments; the opportunity for experiential learning; and a high level of control over the training, in that aspects can…
The accurate visual tracking of a moving object is a human fundamental skill that allows to reduce the relative slip and instability of the object's image on the retina, thus granting a stable, high-quality vision. In order to optimize…
This systematic review explores the viability of virtual reality (VR) technologies for enhancing learning outcomes and operational efficiency within the construction industry. This study evaluates the current integration of VR in…
To analyze the movements and to study the trajectories of players is a crucial need for a team when it looks to improve its chances of winning a match or to understand its performances. State of the art tracking systems now produce…
In the virtual elements of immersive learning, the use of Google Expedition and touch-screen-based emotion are examined. The objective is to investigate possible ways to combine these technologies to enhance virtual learning environments…
Sim-to-real transfer is a powerful paradigm for robotic reinforcement learning. The ability to train policies in simulation enables safe exploration and large-scale data collection quickly at low cost. However, prior works in sim-to-real…
We present a tele-immersive system that enables people to interact with each other in a virtual world using body gestures in addition to verbal communication. Beyond the obvious applications, including general online conversations and…
With introduction of new technologies in the operating room like the da Vinci Surgical System, training surgeons to use them effectively and efficiently is crucial in the delivery of better patient care. Coaching by an expert surgeon is…
We introduce a Virtual Reality (VR) one-on-one tutoring system to support anatomy education. A student uses a fully immersive VR headset to explore the anatomy of the base of the human skull. A teacher guides the student by using the…
In collaborative environments, a deep understanding of multi-human teaming dynamics is essential for optimizing performance. However, the relationship between individuals' behavioral and physiological markers and their combined influence on…
Sports game data is becoming increasingly complex, often consisting of multivariate data such as player performance stats, historical team records, and athletes' positional tracking information. While numerous visual analytics systems have…
Humanoid table tennis (TT) demands rapid perception, proactive whole-body motion, and agile footwork under strict timing--capabilities that remain difficult for end-to-end control policies. We propose a reinforcement learning (RL) framework…
Learning good feature representations is important for deep reinforcement learning (RL). However, with limited experience, RL often suffers from data inefficiency for training. For un-experienced or less-experienced trajectories (i.e.,…
System responsiveness (SR) is defined as the elapsed time until a system responds to user control. SR fluctuates over time, so it must be described statistically with mean (MSR) and standard deviation (SDSR). In this paper, we examine SR in…
Because imitation learning relies on human demonstrations in hard-to-simulate settings, the inclusion of force control in this method has resulted in a shortage of training data, even with a simple change in speed. Although the field of…
Analyzing a player's technique in table tennis requires knowledge of the ball's 3D trajectory and spin. While, the spin is not directly observable in standard broadcasting videos, we show that it can be inferred from the ball's trajectory…
Virtual Reality (VR) is increasingly used in neuropsychological assessments due to its ability to simulate real-world environments. This study aimed to develop and evaluate the Trail Making Test in VR (TMT-VR) and investigate the effects of…
Task-based behavioral biometric authentication of users interacting in virtual reality (VR) environments enables seamless continuous authentication by using only the motion trajectories of the person's body as a unique signature. Deep…