Related papers: Gesture Evaluation in Virtual Reality
Object handover is a common form of interaction that is widely present in collaborative tasks. However, achieving it efficiently remains a challenge. We address the problem of ensuring resilient robotic actions that can adapt to complex…
Public speaking is an essential skill in everyone's professional or academic career. Nevertheless, honing this skill is often tricky because training in front of a mirror does not give feedback or inspire the same anxiety as present-ing in…
Generating vivid and emotional 3D co-speech gestures is crucial for virtual avatar animation in human-machine interaction applications. While the existing methods enable generating the gestures to follow a single emotion label, they…
Incorporating multi-sensory cues into Virtual Reality (VR) can significantly enhance user experiences, mirroring the multi-sensory interactions we encounter in the real-world. Olfaction plays a crucial role in shaping impressions when…
Sign language (SL) is an essential mode of communication for Deaf and Hard-of-Hearing (DHH) individuals. Its education remains limited by the lack of qualified instructors, insufficient early exposure, and the inadequacy of traditional…
Background/Context: Currently, the usual interface for visualizing data is based on 2-D screens. Recently, devices capable of visualizing data while immersed in VR scenes are becoming common. However, it has not been studied in detail to…
The contributions of this paper are: (1) a taxonomy of the "Realities" (Virtual, Augmented, Mixed, Mediated, etc.), and (2) some new kinds of "reality" that come from nature itself, i.e. that expand our notion beyond synthetic realities to…
Virtual Reality (VR) broadcasting has seen widespread adoption in major sports events, attributed to its ability to generate a sense of presence, curiosity, and excitement among viewers. However, we have noticed that still shots reveal a…
Presence in virtual reality (VR) is meaningful for remotely connecting with others and facilitating social interactions despite great distance while providing a sense of "being there." This work presents CardsVR, a two-person VR experience…
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…
With rapid developments in consumer-level head-mounted displays and computer graphics, immersive VR has the potential to take online and remote learning closer to real-world settings. However, the effects of such digital transformations on…
Virtual reality (VR) is increasingly used as a social platform for users to interact and build connections with one another in an immersive virtual environment. Reflecting on the empirical progress in this area of study, a comprehensive…
A lot of work in social virtual reality, including our own group's, has focused on effectiveness of specific social behaviours such as eye-gaze, turn taking, gestures and other verbal and non-verbal cues. We have built upon these to look at…
This study investigates the influence of Visual Guidance (VG) on user performance and human factors within Augmented Reality (AR) via a between-subjects experiment. VG is a crucial component in AR applications, serving as a bridge between…
While augmented reality (AR) research demonstrates benefits of embedded visualizations for gross motor training, its applicability to facial exercises remains under-explored. Providing effective real-time feedback for facial muscle training…
Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile…
This study evaluates the usage of virtual reality (VR) technologies as a teaching tool in oral placement therapy, a subset of speech therapy. The researcher distributed instructional videos using traditional lecture and modified…
We investigate the perception of visual variables on wall-sized tiled displays within an immersive environment. We designed and conducted two formal user studies focusing on elementary visualization reading tasks in VR. The first study…
This paper presents a novel framework for speech-driven gesture production, applicable to virtual agents to enhance human-computer interaction. Specifically, we extend recent deep-learning-based, data-driven methods for speech-driven…
Many application areas ranging from serious games for health to learning by demonstration in robotics, could benefit from large body movement datasets extracted from textual instructions accompanied by images. The interpretation of…