Related papers: Exploring Perception-Based Techniques for Redirect…
Given a real-world graph, how can we measure relevance scores for ranking and link prediction? Random walk with restart (RWR) provides an excellent measure for this and has been applied to various applications such as friend recommendation,…
This paper introduces an emerging motion planning problem by considering a human that is immersed into the viewing perspective of a remote robot. The challenge is to make the experience both effective (such as delivering a sense of…
Objectives: This paper presents an up-to-date overview of research performed in the Virtual Reality (VR) environment ranging from definitions, its presence in the various fields, and existing market players and their projects in the VR…
Dynamic bipedal walking on discrete terrain, like stepping stones, is a challenging problem requiring feedback controllers to enforce safety-critical constraints. To enforce such constraints in real-world experiments, fast and accurate…
This research aims to examine the effects of various vibrotactile feedback techniques on gait (i.e., walking patterns) in virtual reality (VR). Prior studies have demonstrated that gait disturbances in VR users are significant usability…
Transfer learning, which is to improve the learning performance in the target domain by leveraging useful knowledge from the source domain, often requires that those two domains are very close, which limits its application scope. Recently,…
Today's virtual reality (VR) systems and environments assume that users have typical abilities, which can make VR inaccessible to people with physical impairments. However, there is not yet an understanding of how inaccessible locomotion…
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…
Virtual reality games are often centered around our feeling of "being there". That presence can be significantly enhanced by supporting physical walking. Although modern virtual reality systems enable room-scale motions, the size of our…
Virtual Reality (VR) is inaccessible to blind people. While research has investigated many techniques to enhance VR accessibility, they require additional developer effort to integrate. As such, most mainstream VR apps remain inaccessible…
There are over a hundred virtual reality (VR) locomotion techniques that exist today, with new ones being designed as VR technology evolves. The different ways of controlling locomotion techniques (e.g., gestures, button inputs, body…
We present a novel redirected walking controller based on alignment that allows the user to explore large and complex virtual environments, while minimizing the number of collisions with obstacles in the physical environment. Our…
Head tracking in head-mounted displays (HMDs) enables users to explore a 360-degree virtual scene with free head movements. However, for seated use of HMDs such as users sitting on a chair or a couch, physically turning around 360-degree is…
Virtual reality (VR) is increasingly being used as a research platform for investigating human responses to environmental variables. While VR provides tremendous advantages in terms of variable isolation and manipulation, and ease of…
Ensuring the safety of vulnerable road users (VRUs), such as pedestrians and cyclists, remains a critical global challenge, as conventional infrastructure-based measures often prove inadequate in dynamic urban environments. Recent advances…
Vertex-Reinforced Random Walk (VRRW), defined by Pemantle (1988a), is a random process in a continuously changing environment which is more likely to visit states it has visited before. We consider VRRW on arbitrary graphs and show that on…
While Virtual Reality (VR) systems have become increasingly immersive, they still rely predominantly on visual input, which can constrain perceptual performance when visual information is limited. Incorporating additional sensory…
Exploration is critical for deep reinforcement learning in complex environments with high-dimensional observations and sparse rewards. To address this problem, recent approaches proposed to leverage intrinsic rewards to improve exploration,…
Active perception describes a broad class of techniques that couple planning and perception systems to move the robot in a way to give the robot more information about the environment. In most robotic systems, perception is typically…
In virtual reality, it is widely assumed that increased realism in hand-object interactions enhances user immersion and overall experience. However, recent studies challenge this assumption, suggesting that faithfully replicating real-world…