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Reconstructing 3D human heads in low-view settings presents technical challenges, mainly due to the pronounced risk of overfitting with limited views and high-frequency signals. To address this, we propose geometry decomposition and adopt a…
Human pose estimation using deep neural networks aims to map input images with large variations into multiple body keypoints which must satisfy a set of geometric constraints and inter-dependency imposed by the human body model. This is a…
Current exoskeleton control methods often face challenges in delivering personalized treatment. Standardized walking gaits can lead to patient discomfort or even injury. Therefore, personalized gait is essential for the effectiveness of…
We introduce a teleoperation system that integrates a 5 DOF actuated neck, designed to replicate natural human head movements and perception. By enabling behaviors like peeking or tilting, the system provides operators with a more intuitive…
Low vision involves a range of visual impairments that significantly impact daily activities, particularly navigation in urban environments. Individuals with low vision often develop adaptive strategies to compensate for visual deficits,…
Teleconference or telepresence based on virtual reality (VR) headmount display (HMD) device is a very interesting and promising application since HMD can provide immersive feelings for users. However, in order to facilitate face-to-face…
Self-balancing exoskeletons are a key enabling technology for individuals with mobility impairments. While the current challenges focus on human-compliant hardware and control, unlocking their use for daily activities requires a scene…
This paper digs deeper into factors that influence egocentric gaze. Instead of training deep models for this purpose in a blind manner, we propose to inspect factors that contribute to gaze guidance during daily tasks. Bottom-up saliency…
Cybersickness remains a major obstacle to the widespread adoption of immersive virtual reality (VR), particularly in consumer-grade environments. While prior methods rely on invasive signals such as electroencephalography (EEG) for high…
Virtual reality (VR) offers the promise of an infinite office and remote collaboration, however, existing interactions in VR do not strongly support one of the most essential tasks for most knowledge workers, reading. This paper presents…
Cortical visual prostheses aim to restore sight by electrically stimulating neurons in early visual cortex (V1). With the emergence of high-density and flexible neural interfaces, electrode placement within three-dimensional cortex has…
State of the art controllers for back exoskeletons largely rely on body kinematics. This results in control strategies which cannot provide adaptive support under unknown external loads. We developed a neuromechanical model-based controller…
Fully immersive virtual reality (VR) has the potential to improve neurosurgical planning. For example, it may offer 3D visualizations of relevant anatomical structures with complex shapes, such as blood vessels and tumors. However, there is…
In-hand object reorientation is necessary for performing many dexterous manipulation tasks, such as tool use in less structured environments that remain beyond the reach of current robots. Prior works built reorientation systems assuming…
Prolonged exposure to virtual reality (VR) systems leads to visual fatigue, impairs user comfort, performance, and safety, particularly in high-stakes or long-duration applications. Existing fatigue detection approaches rely on subjective…
Work-Related Musculoskeletal Disorders continue to be a major challenge in industrial environments, leading to reduced workforce participation, increased healthcare costs, and long-term disability. This study introduces a human-sensitive…
Using head-mounted Virtual Reality (VR) displays to simulate driving is critical to studying driving behavior and designing driver assistance systems. But existing VR driving simulators are often limited to tracking only eye movements. The…
Gaze estimation is the fundamental basis for many visual tasks. Yet, the high cost of acquiring gaze datasets with 3D annotations hinders the optimization and application of gaze estimation models. In this work, we propose a novel Head-Eye…
We present a follow-up study on our unified visuomotor neural model for the robotic tasks of identifying, localizing, and grasping a target object in a scene with multiple objects. Our Retinanet-based model enables end-to-end training of…
We present a personal mobility device for lower-body impaired users through a light-weighted exoskeleton on wheels. On its core, a novel passive exoskeleton provides postural transition leveraging natural body postures with support to the…