相关论文: Dynamic Cybersickness Mitigation via Adaptive FFR …
With the growing need to effectively support workforce upskilling in the manufacturing sector, virtual reality is gaining popularity as a scalable training solution. However, most current systems are designed as static, step-by-step…
Virtual reality finds various applications in productivity, entertainment, and training scenarios requiring working memory and attentional resources. Working memory relies on prioritizing relevant information and suppressing irrelevant…
Cinematic Virtual Reality (CVR) is a narrative-driven VR experience that uses head-mounted displays with a 360-degree field of view. Previous research has explored different viewing modalities to enhance viewers' CVR experience. This study…
Current Multimodal Large Language Models (MLLMs) may struggle with understanding long or complex videos due to computational demands at test time, lack of robustness, and limited accuracy, primarily stemming from their feed-forward…
Virtual human simulation integrated into virtual reality applications is mainly used for virtual representation of the user in virtual environment or for interactions between the user and the virtual avatar for cognitive tasks. In this…
As life expectancy is mostly increasing, the incidence of many neurological disorders is also constantly growing. For improving the physical functions affected by a neurological disorder, rehabilitation procedures are mandatory, and they…
Probabilistic Virtual Fixtures (VFs) enable the adaptive selection of the most suitable haptic feedback for each phase of a task, based on learned or perceived uncertainty. While keeping the human in the loop remains essential, for…
Virtual Reality (VR) is quickly establishing itself in various industries, including training, education, medicine, and entertainment, in which users are frequently required to carry out multiple complex cognitive and physical activities.…
Driver drowsiness significantly impairs the ability to accurately judge safe braking distances and is estimated to contribute to 10%-20% of road accidents in Europe. Traditional driver-assistance systems lack adaptability to real-time…
This study presents a novel driver drowsiness detection system that combines deep learning techniques with the OpenCV framework. The system utilises facial landmarks extracted from the driver's face as input to Convolutional Neural Networks…
Cybersickness is a drawback of virtual reality (VR), which also affects the cognitive and motor skills of the users. The Simulator Sickness Questionnaire (SSQ), and its variant, the Virtual Reality Sickness Questionnaire (VRSQ) are two…
Classical pixel-based Visual Servoing (VS) approaches offer high accuracy but suffer from a limited convergence area due to optimization nonlinearity. Modern deep learning-based VS methods overcome traditional vision issues but lack…
Stroke patients often experience upper limb impairments that restrict their mobility and daily activities. Physical therapy (PT) is the most effective method to improve impairments, but low patient adherence and participation in PT…
Cybersickness poses a serious challenge for users of virtual reality (VR) technology. Consequently, there has been significant effort to track its occurrence during VR use with passive measures like brain activity recorded through…
Augmented Reality (AR) is transforming the way we interact with virtual information in the physical world. By overlaying digital content in real-world environments, AR enables new forms of immersive and engaging experiences. However,…
The fairness-aware online learning framework has emerged as a potent tool within the context of continuous lifelong learning. In this scenario, the learner's objective is to progressively acquire new tasks as they arrive over time, while…
Virtual Reality (VR) is becoming ubiquitous with the rise of consumer displays and commercial VR platforms. Such displays require low latency and high quality rendering of synthetic imagery with reduced compute overheads. Recent advances in…
System responsiveness (SR) is defined as the elapsed time until a system responds to user control. SR fluctuates over time, so it must be described statistically with mean (MSR) and standard deviation (SDSR). In this paper, we examine SR in…
The rapid evolution of social Virtual Reality (VR) platforms has significantly enhanced the way users interact and socialize in digital spaces, offering immersive experiences that closely mimic real-world interactions [1]. However, this…
Beyond conventional productivity metrics, human interaction and collaboration dynamics merit careful consideration in our increasingly digital workspace. This research proposes a conjectural neuro-adaptive room that enhances group…