Related papers: Resolution deficits drive simulator sickness and c…
Despite the current rise and promising capabilities of Extended Reality (XR) technologies, the architecture, engineering, and construction industry lacks informed guidance when choosing between these technologies, especially for complex…
Augmented reading systems aim to adapt text presentation to improve comprehension and task performance, yet existing approaches rely heavily on heuristics, opaque data-driven models, or repeated human involvement in the design loop. We…
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…
Virtual reality head-mounted displays (VR HMDs) have become a popular platform for gaming. However, simulator sickness (SS) is still an impediment to VR's wider adoption, particularly in gaming. It can induce strong discomfort and impair…
End-to-end robot policies achieve high performance through neural networks trained via reinforcement learning (RL). Yet, their black box nature and abstract reasoning pose challenges for human-robot interaction (HRI), because humans may…
There is a growing need to assist radiologists in performing X-ray readings and diagnoses fast, comfortably, and effectively. As radiologists strive to maximize productivity, it is essential to consider the impact of reading rooms in…
Multi-user Extended Reality (XR) systems enable transformative shared experiences but introduce unique software defects that compromise user experience. Understanding software defects in multi-user XR systems is crucial for enhancing system…
Extended reality serious games for mental health are a promising research avenue to address the accessibility gap in mental health treatment by bringing therapy to patients in their homes, offering highly adaptable and immersive yet safe…
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…
Large curved displays inside Virtual Reality environments are becoming popular for visualizing high-resolution content during analytical tasks, gaming or entertainment. Prior research showed that such displays provide a wide field of view…
In projectors and head-mounted displays, an out-of-focus image appears blurred. Even when a display itself is in focus, computer operation may be hindered if the display is far from the user or if a user has poor visual acuity, because the…
Reinforcement learning (RL) enables simulations of HCI tasks, yet their validity is questionable when performance is driven by visual rendering artifacts distinct from interaction design. We provide the first systematic analysis of how…
For decades, manufacturers have attempted to reduce or eliminate the optical aberrations that appear on the progressive addition lens' surfaces during manufacturing. Besides every effort made, some of these distortions are inevitable given…
Cybersickness can be characterized by nausea, vertigo, headache, eye strain, and other discomforts when using virtual reality (VR) systems. The previously reported machine learning (ML) and deep learning (DL) algorithms for detecting…
This paper proposes a new objective metric of exceptional motion in VR video contents for VR sickness assessment. In VR environment, VR sickness can be caused by several factors which are mismatched motion, field of view, motion parallax,…
The aim of blind super-resolution (SR) in computer vision is to improve the resolution of an image without prior knowledge of the degradation process that caused the image to be low-resolution. The State of the Art (SOTA) model Real-ESRGAN…
Real-world vision-language applications demand varying levels of perceptual granularity. However, most existing visual large language models (VLLMs), such as LLaVA, pre-assume a fixed resolution for downstream tasks, which leads to subpar…
Virtual content in Augmented Reality (AR) applications can be constructed according to the designer's requirements, but real environments, are difficult to be accurate control or completely reproduce. This makes it difficult to prototype AR…
Existing diffusion-based super-resolution approaches often exhibit semantic ambiguities due to inaccuracies and incompleteness in their text conditioning, coupled with the inherent tendency for cross-attention to divert towards irrelevant…
Immersive telepresence, when a user views the video stream of a $360^\circ$ camera in a remote environment using a Head Mounted Display (HMD), has great potential to improve the sense of being in a remote environment. In most cases of…