相关论文: Focus360: Guiding User Attention in Immersive Vide…
The growing data sharing and life-logging cultures are driving an unprecedented increase in the amount of unedited First-Person Videos. In this paper, we address the problem of accessing relevant information in First-Person Videos by…
This paper presents a VR-based guide dog training system designed to assist novice trainers in understanding guide dog behavior and issuing appropriate training commands. Guide dogs play a vital role in supporting independent mobility for…
Tour guidance in virtual museums encourages multi-modal interactions to boost user experiences, concerning engagement, immersion, and spatial awareness. Nevertheless, achieving the goal is challenging due to the complexity of comprehending…
The VirtualCube system is a 3D video conference system that attempts to overcome some limitations of conventional technologies. The key ingredient is VirtualCube, an abstract representation of a real-world cubicle instrumented with RGBD…
Human gaze offers rich supervisory signals for understanding visual attention in complex visual environments. In this paper, we propose Eyes on Target, a novel depth-aware and gaze-guided object detection framework designed for egocentric…
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…
Facilitated meetings are an established practice for the requirements engineering activities elicitation and validation. Focus groups are one well-known technique to implement this practice. Several researchers already reported the…
In comparison to traditional footage, 360{\deg} videos can convey engaging, immersive experiences and even be utilized to create interactive virtual environments. Like regular recordings, these videos need to consider the privacy of…
Immersive stories for health are 360-degree videos that intend to alter viewer perceptions about behaviors detrimental to health. They have potential to inform public health at scale, however, immersive story design is still in early stages…
Immersive learning environments such as virtual classrooms in Virtual Reality (VR) offer learners unique learning experiences, yet providing effective learner support remains a challenge. While prior HCI research has explored in-lecture…
Virtual reality has been effectively used for eliciting emotions, yet most research focuses on the intensity of affective responses rather than on how interaction influences those experiences. To address this gap, we advance a validated VR…
With the advancement of virtual reality (VR) technology, virtual displays have become integral to how museums, galleries, and other tourist destinations present their collections to the public. However, the current lack of immersion in…
Advances in neural fields are enabling high-fidelity capture of the shape and appearance of dynamic 3D scenes. However, their capabilities lag behind those offered by conventional representations such as 2D videos because of algorithmic…
360-degree streaming videos can provide a rich immersive experiences to the users. However, it requires an extremely high bandwidth network. One of the common solutions for saving bandwidth consumption is to stream only a portion of video…
Previously we have shown that three-dimensional concepts are more readily learned in a three-dimensional context. Although VR headsets are growing in popularity, they only provide a quite limited field of view, and each person in a group…
360{\deg} videos enable users to freely choose their viewing paths, but blind and low vision (BLV) users are often excluded from this interactive experience. To bridge this gap, we present Branch Explorer, a system that transforms 360{\deg}…
The widespread adoption of digital technology has ushered in a new era of digital transformation across all aspects of our lives. Online learning, social, and work activities, such as distance education, videoconferencing, interviews, and…
This paper presents a novel adaptive Virtual Reality (VR) system that aims to mitigate cybersickness in immersive environments through dynamic, real-time adjustments. The system predicts cybersickness levels in real-time using a machine…
In most VR experiences, the visual sense dominates other modes of sensory input, encouraging non-visual senses to respond as if the visual were real. The simulated visual world thus becomes a sort of felt actuality, where the 'actual'…
Designing effective user interfaces (UIs) for virtual reality (VR) is essential to enhance user immersion, usability, comfort, and accessibility in virtual environments. Despite the growing adoption of VR across domains, there is a…