Related papers: GulliVR: A Walking-Oriented Technique for Navigati…
Higher-dimensional spaces are ubiquitous in applications of mathematics. Yet, as we live in a three-dimensional space, visualizing, say, a four-dimensional space is challenging. We introduce a novel method of interactive visualization of…
Users of Virtual Reality (VR) systems often experience vection, the perception of self-motion in the absence of any physical movement. While vection helps to improve presence in VR, it often leads to a form of motion sickness called…
Virtual reality (VR) interfaces for robots provide a three-dimensional (3D) view of the robot in its environment, which allows people to better plan complex robot movements in tight or cluttered spaces. In our prior work, we created a VR…
This paper proposed a new interaction paradigm in the virtual reality (VR) environments, which consists of a virtual mirror or window projected onto a virtual surface, representing the correct perspective geometry of a mirror or window…
Humans excel at robust bipedal walking in complex natural environments. In each step, they adequately tune the interaction of biomechanical muscle dynamics and neuronal signals to be robust against uncertainties in ground conditions.…
Driven by the games community, virtual reality setups have lately evolved into affordable and consumer-ready mobile headsets. However, despite these promising improvements, it remains challenging to convey immersive and engaging VR games as…
To help the blind people walk to the destination efficiently and safely in indoor environment, a novel wearable navigation device is presented in this paper. The locating, way-finding, route following and obstacle avoiding modules are the…
Inherent uncertainty in geological data acquisition leads to the generation of large ensembles of equiprobable 3D reservoir models. Running computationally costly numerical flow simulations across such a vast solution space is infeasible. A…
We present a novel metric to analyze the similarity between the physical environment and the virtual environment for natural walking in virtual reality. Our approach is general and can be applied to any pair of physical and virtual…
The paper presents a system for simulating surfing in Virtual Reality (VR), emphasizing the recreation of aquatic motions and user-initiated propulsive forces using a 6-Degree of Freedom (DoF) motion platform. We present an algorithmic…
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…
A complex visual navigation task puts an agent in different situations which call for a diverse range of visual perception abilities. For example, to "go to the nearest chair", the agent might need to identify a chair in a living room using…
We present VLPG-Nav, a visual language navigation method for guiding robots to specified objects within household scenes. Unlike existing methods primarily focused on navigating the robot toward objects, our approach considers the…
Training in motor skills such as athletics, dance, or gymnastics is not possible today except in the direct presence of the coach/instructor. This paper describes a computer vision based gesture recognition system which is used to…
We present a virtual reality (VR) experience that creates a research-grade benchmark in assessing patients with active upper-limb tremor, while simultaneously offering the opportunity for patients to engage with VR experiences without their…
Virtual reality (VR) is an imminent trend in games, education, entertainment, military, and health applications, as the use of head-mounted displays is becoming accessible to the mass market. Virtual reality provides immersive experiences…
This work focuses on enhancing the generalization performance of deep reinforcement learning-based robot navigation in unseen environments. We present a novel data augmentation approach called scenario augmentation, which enables robots to…
Image-goal navigation steers an agent to a target location specified by an image in unseen environments. Existing methods primarily handle this task by learning an end-to-end navigation policy, which compares the similarities of target and…
Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the major hypotheses for the cause of cybersickness. In this paper, we conducted a two-week-long experiment to…
Inspired by research in psychology, we introduce a behavioral approach for visual navigation using topological maps. Our goal is to enable a robot to navigate from one location to another, relying only on its visual input and the…