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Augmented reality (AR) enhances user interaction with the real world but also presents vulnerabilities, particularly through Visual Information Manipulation (VIM) attacks. These attacks alter important real-world visual cues, leading to…
Augmented reality (AR) is emerging in visual search tasks for increasingly immersive interactions with virtual objects. We propose an AR approach providing visual and audio hints along with gaze-assisted instant post-task feedback for…
Recent commercial off-the-shelf virtual and augmented reality devices have been promoted as tools for knowledge work and research findings show how this kind of work can benefit from the affordances of extended reality (XR). One major…
Dance performance traditionally follows a unidirectional relationship where movement responds to music. While AI has advanced in various creative domains, its application in dance has primarily focused on generating choreography from…
This paper introduces an augmented reality (AR) captioning framework designed to support Deaf and Hard of Hearing (DHH) learners in STEM classrooms by integrating non-verbal emotional cues into live transcriptions. Unlike conventional…
Making the interaction with embodied conversational agents accessible in a ubiquitous and natural manner is not only a question of the underlying software but also brings challenges in terms of the technical system that is used to display…
Many forefront observatories are located in remote areas and are difficult to visit, and the global pandemic made visits even harder. Several virtual tours have been executed on YouTube or Facebook Live, however, it is difficult to feel a…
Recent success with large language models has sparked a new wave of verbal human-AI interaction. While such models support users in a variety of creative tasks, they lack the embodied nature of human interaction. Dance, as a primal form of…
3D Virtual Human technology is growing with several potential applications in health, education, business and telecommunications. Investigating the perception of these virtual humans can help guide to develop better and more effective…
In this paper we explore the potential of utilizing Virtual Reality (VR) as a therapeutic tool for supporting individuals in the LGBTQ+ community, who often face elevated risks of mental health issues. Specifically, we investigated the…
Next-generation augmented reality (AR) promises a high degree of context-awareness - a detailed knowledge of the environmental, user, social and system conditions in which an AR experience takes place. This will facilitate both the closer…
Participatory art allows for the spectator to be a participant or a viewer able to engage actively with interactive art. Real-time technologies offer new ways to create participative artworks. We hereby investigate how to engage…
Augmented Reality (AR) enables intuitive interaction with virtual annotations overlaid on the real world, supporting a wide range of applications such as remote assistance, education, and industrial training. However, as the number of…
A common vision from science fiction is that robots will one day inhabit our physical spaces, sense the world as we do, assist our physical labours, and communicate with us through natural language. Here we study how to design artificial…
We present a new approach for improving the friendliness and warmth of a virtual agent in an AR environment by generating appropriate movement characteristics. Our algorithm is based on a novel data-driven friendliness model that is…
Augmented reality (AR) offers promising opportunities to support movement-based activities, such as personal training or physical therapy, with real-time, spatially-situated visual cues. While many approaches leverage AR to guide motion,…
Augmented reality provides new possibilities to propose environments where the designers can take advantage of the physicality of the artifacts while keeping the versatility of digital environments. Mixed objects can therefore provide new…
As embodied agents become central to VR, telepresence, and digital human applications, their motion must go beyond speech-aligned gestures: agents should turn toward users, respond to their movement, and maintain natural gaze. Current…
Measure user experience in MR (i.e., AR/VR) user studies is essential. Researchers apply a wide range of measuring methods using objective (e.g., biosignals, time logging), behavioral (e.g., gaze direction, movement amplitude), and…
This paper introduces Teachable Reality, an augmented reality (AR) prototyping tool for creating interactive tangible AR applications with arbitrary everyday objects. Teachable Reality leverages vision-based interactive machine teaching…