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Virtual reality (VR) conferencing has the potential to provide geographically dispersed users with an immersive environment, enabling rich social interactions and user experience using avatars. However, remote communication in VR inevitably…
Visual search is a core component of mixed reality (MR) interactions, influenced by the complexities of MR application contexts. In this paper, we investigate how prevalent factors in MR influence visual search performance and spatial…
Dynamic Random Access Memory (DRAM) is the de-facto choice for main memory devices due to its cost-effectiveness. It offers a larger capacity and higher bandwidth compared to SRAM but is slower than the latter. With each passing generation,…
Recently, great progress has been made in virtual reality(VR) research and application. However, virtual reality faces a big problem since its appearance, i.e. discomfort (nausea, stomach awareness, etc). Discomfort can be relieved by…
We introduce AVAR, a prototypical implementation of an agile situated visualization (SV) toolkit targeting liveness, integration, and expressiveness. We report on results of an exploratory study with AVAR and seven expert users. In it,…
Objective. Evaluate the feasibility of Virtual Reality (VR) wayfinding training with aging adults, and examine the impact of the training on wayfinding performance. Design. Design involved wayfinding tasks in a study with three groups:…
Teleoperation is considered as a viable option to control fully automated vehicles (AVs) of Level 4 and 5 in special conditions. However, by bringing the remote drivers in the loop, their driving experience should be realistic to secure…
In this paper we discuss pre- and post-processing methods to induce desired consistency and/or invariance properties in blackbox systems, e.g., AI-based. We demonstrate our approach in the context of blackbox SVD-based matrix-completion…
Studies have shown that the application of Self-Regulated Learning (SRL) increases the effectiveness of education. However, this is quite challenging to be facilitated with learning technologies like Learning Management Systems (LMS) that…
Variability in human response creates non-trivial challenges for modeling and control of human-automation systems. As autonomy becomes pervasive, methods that can accommodate human variability will become paramount, to ensure efficiency,…
We study the performance and user experience of two popular mainstream text entry devices, desktop keyboards and touchscreen keyboards, for use in Virtual Reality (VR) applications. We discuss the limitations arising from limited visual…
Imitation learning relies on high-quality demonstrations, and teleoperation is a primary way to collect them, making teleoperation interface choice crucial for the data. Prior work mainly focused on static tasks, i.e., discrete, segmented…
This investigation examined the relationships among scene complexity, workload, presence, and cybersickness in virtual reality (VR) environments. Numerous factors can influence the overall VR experience, and existing research on this matter…
Level of emotional arousal of one's body changes in response to external stimuli in an environment. Given the risks involved while crossing streets, particularly at unsignalized mid-block crosswalks, one can expect a change in the stress…
The rising interest in Virtual Reality (VR) technology has sparked a desire to create immersive learning platforms capable of handling various tasks across environments. Through immersive interfaces, users can engage deeply with virtual…
Presence is an important and widely used metric to measure the quality of virtual reality (VR) applications. Given the multifaceted and subjective nature of presence, the most common measures for presence are questionnaires. But there is…
Deploying controllers trained with Reinforcement Learning (RL) on real robots can be challenging: RL relies on agents' policies being modeled as Markov Decision Processes (MDPs), which assume an inherently discrete passage of time. The use…
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…
A key problem in deep learning and computational neuroscience is relating the geometrical properties of neural representations to task performance. Here, we consider this problem for continuous decoding tasks where neural variability may…
In this paper we address the problem of visual reaction: the task of interacting with dynamic environments where the changes in the environment are not necessarily caused by the agent itself. Visual reaction entails predicting the future…