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Augmented Reality (AR) enriches a user's real environment by adding spatially aligned virtual objects (3D models, 2D textures, textual annotations, etc) by means of special display technologies. These are either worn on the body or placed…
The information provided to a person's visual system by extended reality (XR) displays is not a veridical match to the information provided by the real world. Due in part to graphical limitations in XR head-mounted displays (HMDs), which…
The use of head-mounted display technologies for virtual reality experiences is inherently single-user-centred, allowing for the visual immersion of its user in the computer-generated environment. This isolates them from their physical…
Augmented Reality (AR) collaboration can benefit from a shared 2D surface, such as a whiteboard. However, many features of each collaborators physical environment must be considered in order to determine the best placement and shape of the…
Traditional sign language teaching methods face challenges such as limited feedback and diverse learning scenarios. Although 2D resources lack real-time feedback, classroom teaching is constrained by a scarcity of teacher. Methods based on…
Gesture recognition is mainly apprehensive on analyzing the functionality of human wits. The main goal of gesture recognition is to create a system which can recognize specific human gestures and use them to convey information or for device…
In human-robot interaction (HRI), detecting a human's gaze helps robots interpret user attention and intent. However, most gaze detection approaches rely on specialized eye-tracking hardware, limiting deployment in everyday settings.…
Immersive analytics enables collaborative data analysis in shared virtual spaces. While synchronous collaboration in such environments is well-established, real-world analysis often requires an effective task handover - the transfer of…
This chapter gives an overview of interaction techniques for mixed reality including augmented and virtual reality (AR/VR). Various modalities for input and output are discussed. Specifically, techniques for tangible and surface-based…
This paper investigates whether a custom varifocal display can improve 3D pointing performance in augmented reality (AR), where the vergence-accommodation conflict (VAC) is known to impair interaction. Varifocal displays have been…
Artificial Intelligence (AI) and indoor sensing increasingly support decision-making in spatial environments. However, traditional visualization methods impose a substantial mental workload when viewers translate this digital information…
The integration of extended reality (XR) with artificial intelligence (AI) introduces a new paradigm for user interaction, enabling AI to perceive user intent, stimulate the senses, and influence decision-making. We explored the impact of…
This paper introduces the concept of augmented conversation, which aims to support co-located in-person conversations via embedded speech-driven on-the-fly referencing in augmented reality (AR). Today computing technologies like smartphones…
We introduce Breaking the Plane, an augmented reality (AR) application built for AR headsets that enables users to visualize 3D mathematical functions using handwritten input. Researchers have demonstrated overlaying 3D visualizations of…
Generating realistic hand-object interactions (HOI) videos is a significant challenge due to the difficulty of modeling physical constraints (e.g., contact and occlusion between hands and manipulated objects). Current methods utilize HOI…
As passengers spend more time in vehicles, the demand for non-driving related tasks (NDRTs) increases. In-car Augmented Reality (AR) has the potential to enhance passenger experiences by enabling interaction with the environment through…
This paper proposes an approach to detect information relevance during decision-making from eye movements in order to enable user interface adaptation. This is a challenging task because gaze behavior varies greatly across individual users…
Navigation aids are central to immersive virtual reality (VR) experiences that involve physical locomotion. Their effectiveness depends not only on how much spatial information they provide, but also on how directly that information…
Augmented reality is projected to be a primary mode of information consumption on the go, seamlessly integrating virtual content into the physical world. However, the potential perceptual demands of viewing virtual annotations while…
In this survey, we present a systematic review of 3D hand pose estimation from the perspective of efficient annotation and learning. 3D hand pose estimation has been an important research area owing to its potential to enable various…