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Computer Engineering Commons

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Full-Text Articles in Computer Engineering

Toward Intuitive 3d Interactions In Virtual Reality: A Deep Learning- Based Dual-Hand Gesture Recognition Approach, Trudi Di Qi, Franceli L. Cibrian, Meghna Raswan, Tyler Kay, Hector M. Camarillo-Abad, Yuxin Wen May 2024

Toward Intuitive 3d Interactions In Virtual Reality: A Deep Learning- Based Dual-Hand Gesture Recognition Approach, Trudi Di Qi, Franceli L. Cibrian, Meghna Raswan, Tyler Kay, Hector M. Camarillo-Abad, Yuxin Wen

Engineering Faculty Articles and Research

Dual-hand gesture recognition is crucial for intuitive 3D interactions in virtual reality (VR), allowing the user to interact with virtual objects naturally through gestures using both handheld controllers. While deep learning and sensor-based technology have proven effective in recognizing single-hand gestures for 3D interactions, research on dual-hand gesture recognition for VR interactions is still underexplored. In this work, we introduce CWT-CNN-TCN, a novel deep learning model that combines a 2D Convolution Neural Network (CNN) with Continuous Wavelet Transformation (CWT) and a Temporal Convolution Network (TCN). This model can simultaneously extract features from the time-frequency domain and capture long-term dependencies using …


Vrsensory: Designing Inclusive Virtual Games With Neurodiverse Children, Ben Wasserman, Derek Prate, Bryce Purnell, Alex Muse, Kaitlyn Abdo, Kendra Day, Louanne Boyd Oct 2019

Vrsensory: Designing Inclusive Virtual Games With Neurodiverse Children, Ben Wasserman, Derek Prate, Bryce Purnell, Alex Muse, Kaitlyn Abdo, Kendra Day, Louanne Boyd

Engineering Faculty Articles and Research

We explore virtual environments and accompanying interaction styles to enable inclusive play. In designing games for three neurodiverse children, we explore how designing for sensory diversity can be understood through a formal game design framework. Our process reveals that by using sensory processing needs as requirements we can make sensory and social accessible play spaces. We contribute empirical findings for accommodating sensory differences for neurodiverse children in a way that supports inclusive play. Specifically, we detail the sensory driven design choices that not only support the enjoyability of the leisure activities, but that also support the social inclusion of sensory-diverse …


Paper Prototyping Comfortable Vr Play For Diverse Sensory Needs, Louanne E. Boyd, Kendra Day, Ben Wasserman, Kaitlyn Abdo, Gillian Hayes, Erik J. Linstead May 2019

Paper Prototyping Comfortable Vr Play For Diverse Sensory Needs, Louanne E. Boyd, Kendra Day, Ben Wasserman, Kaitlyn Abdo, Gillian Hayes, Erik J. Linstead

Engineering Faculty Articles and Research

We co-designed paper prototype dashboards for virtual environments for three children with diverse sensory needs. Our goal was to determine individual interaction styles in order to enable comfortable and inclusive play. As a first step towards an inclusive virtual world, we began with designing for three sensory-diverse children who have labels of neurotypical, ADHD, and autism respectively. We focused on their leisure interests and their individual sensory profiles. We present the results of co-design with family members and paper prototyping sessions conducted by family members with the children. The results contribute preliminary empirical findings for accommodating different levels of engagement …


Immersive Virtual Reality Attacks And The Human Joystick, Peter Casey, Ibrahim Baggili, Ananya Yarramreddy Mar 2019

Immersive Virtual Reality Attacks And The Human Joystick, Peter Casey, Ibrahim Baggili, Ananya Yarramreddy

Electrical & Computer Engineering and Computer Science Faculty Publications

This is one of the first accounts for the security analysis of consumer immersive Virtual Reality (VR) systems. This work breaks new ground, coins new terms, and constructs proof of concept implementations of attacks related to immersive VR. Our work used the two most widely adopted immersive VR systems, the HTC Vive, and the Oculus Rift. More specifically, we were able to create attacks that can potentially disorient users, turn their Head Mounted Display (HMD) camera on without their knowledge, overlay images in their field of vision, and modify VR environmental factors that force them into hitting physical objects and …


Empath-D: Vr-Based Empathetic App Design For Accessibility, Wonjung Kim, Kenny Tsu Wei Choo, Youngki Lee, Archan Misra, Rajesh Krishna Balan Jun 2018

Empath-D: Vr-Based Empathetic App Design For Accessibility, Wonjung Kim, Kenny Tsu Wei Choo, Youngki Lee, Archan Misra, Rajesh Krishna Balan

Research Collection School Of Computing and Information Systems

With app-based interaction increasingly permeating all aspects of daily living, it is essential to ensure that apps are designed to be inclusive and are usable by a wider audience such as the elderly, with various impairments (e.g., visual, audio and motor). We propose Empath-D, a system that fosters empathetic design, by allowing app designers, in-situ, to rapidly evaluate the usability of their apps, from the perspective of impaired users. To provide a truly authentic experience, Empath-D carefully orchestrates the interaction between a smartphone and a VR device, allowing the user to experience simulated impairments in a virtual world while interacting …


A Proposed Model For The Approach To Augmented Reality Deployment In Marketing Communications, Stephen O'Mahony Feb 2015

A Proposed Model For The Approach To Augmented Reality Deployment In Marketing Communications, Stephen O'Mahony

Dept. of Marketing & International Business Conference Material

In the contemporary landscape, human interaction is characterized by the pervasive mediation of intelligent agents. Owing to advances in computer science and engineering, phenomena once limited to fixed locations are metamorphosing from extraneous entities to implicit components of the everyday. Computing power has simultaneously enhanced and miniaturized to the extent that contemporary consumer devices demonstrate power equivalent to or greater than that of personal computers of recent memory. At the same time, network connectivity has proliferated to ubiquitous levels, reflected in the fact that the amount of inanimate objects connected to the Internet has recently surpassed the human population of …