相关论文: Comparing Pass-Through Quality of Mixed Reality De…
Digitalization and virtualization are parts of our everyday lives in almost all aspects ranging from work, education, and communication to entertainment. A novel step in this direction is the widespread interest in extended reality (XR)…
Video see-through (VST) technology aims to seamlessly blend virtual and physical worlds by reconstructing reality through cameras. While manufacturers promise perceptual fidelity, it remains unclear how close these systems are to…
Extended Reality (XR) is increasingly used as a productivity tool and recent commercial XR devices have even been specifically designed as productivity tools, or, at least, are heavily advertised for such purposes, such as the Apple Vision…
Inaccurate spatial tracking in extended reality (XR) devices leads to virtual object jitter, misalignment, and user discomfort, fundamentally limiting immersive experiences and natural interactions. In this work, we introduce a novel…
The EyeSight feature, introduced with the new Apple Vision Pro XR headset, promises to revolutionize user interaction by simulating real human eye expressions on a digital display. This feature could enhance XR devices' social acceptability…
We present an extensive, in-depth analysis of the eye tracking capabilities of the Meta Quest Pro virtual reality headset using a dataset of eye movement recordings collected from 78 participants. In addition to presenting classical signal…
With the increasing adoption of mixed reality headsets with video passthrough functionality, concerns over perceptual and social effects have surfaced. Building on prior qualitative findings, this study quantitatively investigates the…
At the Worldwide Developers Conference (WWDC) in June 2023, Apple introduced the Vision Pro. The Vision Pro is a Mixed Reality (MR) headset, more specifically it is a Virtual Reality (VR) device with an additional Video See-Through (VST)…
This study evaluates the performance and usability of Mixed Reality (MR), Virtual Reality (VR), and camera stream interfaces for remote error resolution tasks, such as correcting warehouse packaging errors. Specifically, we consider a…
Virtual reality (VR) headsets provide an immersive, stereoscopic visual experience, but at the cost of blocking users from directly observing their physical environment. Passthrough techniques are intended to address this limitation by…
Extended Reality (XR) enables immersive capture and re-experience of personal memories, yet how interface representations shape these experiences remains underexplored. We examine how users relive and share XR memories through three…
Consumer 3D scanners and depth cameras are increasingly being used to generate content and avatars for Virtual Reality (VR) environments and avoid the inconveniences of hand modeling; however, it is sometimes difficult to evaluate…
Virtual Reality headsets isolate users from the real-world by restricting their perception to the virtual-world. Video See-Through (VST) headsets address this by utilizing world-facing cameras to create Augmented Reality experiences.…
Early hands-on experiences with the Microsoft Hololens augmented/mixed reality device are reported and discussed, with a general aim of exploring basic 3D visualization. A range of usage cases are tested, including data visualization and…
Sedentary behavior is becoming increasingly prevalent in daily work and study environments. VR exergaming has emerged as a promising solution in these places of work and study. However, private spaces in these environments are not easy, and…
Virtual reality (VR) users often encounter interruptions, posing challenges to maintaining real-world awareness during immersive experiences. The Passthrough feature in VR headsets allows users to view their physical surroundings without…
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…
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…
Interacting with multiple objects simultaneously makes us fast. A pre-step to this interaction is to select the objects, i.e., multi-object selection, which is enabled through two steps: (1) toggling multi-selection mode -- mode-switching…
The adoption of current mixed reality (MR) content creation is primarily based on external PC-centric platforms and third-party cameras, limiting adoption for standalone virtual reality (VR) users. In this work, we investigate the…