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Articles 1 - 30 of 62
Full-Text Articles in Graphics and Human Computer Interfaces
1785 Parisian Salon Project: New Methods And Practical Innovations In Digital Heritage Reconstruction, James Hutson, Charles O'Brien, Wesley Wolfe, Kayla Kraff, Trent Olsen
1785 Parisian Salon Project: New Methods And Practical Innovations In Digital Heritage Reconstruction, James Hutson, Charles O'Brien, Wesley Wolfe, Kayla Kraff, Trent Olsen
Faculty Scholarship
The 1785 Salon Unreal Engine Reconstruction Project represents a significant advance in digital heritage and immersive art historical research by combining generative AI-based asset creation, modular user experience (UX) design, and historically informed workflows. During the Spring 2025 phase, the project achieved major milestones, including the successful development of a replicable pipeline for transforming 2D reference images into period-accurate 3D sculpture models using generative AI and digital sculpting tools. Simultaneously, a robust and adaptable Inspection System was engineered within Unreal Engine, offering granular interaction controls, bilingual (English/French) content integration, dynamic metadata display, and enhanced accessibility. These innovations collectively enabled historically …
Clinician Perspectives On Virtual Reality Use In Physical Therapy Practice In The United States, Danielle T. Felsberg, Jared T. Mcguirt, Scott E. Ross, Louisa D. Raisbeck, Charlend K. Howard, Christopher K. Rhea
Clinician Perspectives On Virtual Reality Use In Physical Therapy Practice In The United States, Danielle T. Felsberg, Jared T. Mcguirt, Scott E. Ross, Louisa D. Raisbeck, Charlend K. Howard, Christopher K. Rhea
Rehabilitation Sciences Faculty Publications
The primary goal of physical rehabilitation is to assess movement impairments and restore function to improve overall quality of life. Virtual reality (VR) may provide the optimal environment to promote these goals due to its motivating and modifiable nature which can be difficult to accomplish through traditional real-world therapeutic methods. Current research of VR for rehabilitation has demonstrated that VR interventions can produce clinically meaningful change in motor outcomes. Despite this, adoption and usage of VR by physical therapy professionals is unclear due to the limited research in this area. Thus, the purpose of this study was to identify the …
Real-Time Motion Augmentation And Synthesis For Animating The Hands And Eyes Of Virtual Humans And Avatars, Ryan Canales
Real-Time Motion Augmentation And Synthesis For Animating The Hands And Eyes Of Virtual Humans And Avatars, Ryan Canales
All Dissertations
Virtual Reality (VR) enables users to interact within virtual worlds via an embodied virtual representation of themselves called an “avatar”. Because avatars are essential for immersive experiences, it is important to consider how altering or augmenting avatar motion affects virtual experiences. This dissertation aims to improve virtual experiences by addressing some of the many challenges in animating avatars and virtual humans.
In our first study, we addressed the lack of tactile feedback during virtual grasping by using visual feedback techniques. We augmented the avatar’s hand motion to remain outside virtual objects (“outer hand”) even when the user’s hand penetrated them. …
Fast And High-Resolution View Synthesis From A Single Input Panorama, Nam Nguyen, Angela V. Chen, Theresa Zhu, Seth Johnson, Pranav Dumpa, Benjamin Geil
Fast And High-Resolution View Synthesis From A Single Input Panorama, Nam Nguyen, Angela V. Chen, Theresa Zhu, Seth Johnson, Pranav Dumpa, Benjamin Geil
College of Engineering Summer Undergraduate Research Program
We introduce a novel method to convert a single input panorama into a 3D colored mesh representation of the scene. Unlike recent methods based on neural rendering, which are limited to low-resolution inputs and offline rendering, our approach supports 4k resolution inputs and real time rendering in a virtual reality headset. We first estimate a depth map and produce an initial layered depth image (LDI) representation. We fill unseen regions behind objects by iteratively cutting and inpainting the LDI. We then convert the LDI into an optimized, texture mapped mesh to achieve a compact representation
Integrating Authentication Schemes In Augmented And Virtual Reality Classrooms, Naheem Noah
Integrating Authentication Schemes In Augmented And Virtual Reality Classrooms, Naheem Noah
Electronic Theses and Dissertations
Augmented Reality and Virtual Reality (AR/VR) technologies are revolutionizing educational experiences, but their widespread adoption hinges on addressing critical security and usability challenges, particularly in the domain of user authentication. This research presents an investigation into the security landscape of AR/VR and explores a graphical authentication scheme called “Things” that enhances both security and usability in immersive learning environments. Through a systematic evaluation of popular AR/VR devices and applications, potential vulnerabilities and limitations were identified, such as high usage of pin/passwords which are susceptible to shoulder-surfing attacks, lack of multi-factor authentication, and unclear data-sharing practices. A review of existing knowledge-based …
Changes In Near-Field Perception And Reaching Behavior In Virtual Environments Over Time, Kristopher C. Kohm
Changes In Near-Field Perception And Reaching Behavior In Virtual Environments Over Time, Kristopher C. Kohm
All Dissertations
Near-field perception and reaching capabilities are fundamental for most interactions in immersive virtual environments (IVEs). To perform actions in IVEs accurately and efficiently, virtual reality (VR) users need to be able to adapt to changes in their perception. Some of these perceptual differences may be inherent to virtual environments, such as the difference in depth perception between the virtual and non-virtual worlds. Others may be deliberate alterations to the user's action capabilities or to their surroundings to make interactions easier. Both the alterations and the user's ability to adjust to them may change over time as they gain experience in …
How People Prompt Generative Ai To Create Interactive Vr Scenes, Setareh Aghel Manesh, Tianyi Zhang, Yuki Onishi, Kotaro Hara, Scott Bateman, Jiannan Li, Anthony Tang
How People Prompt Generative Ai To Create Interactive Vr Scenes, Setareh Aghel Manesh, Tianyi Zhang, Yuki Onishi, Kotaro Hara, Scott Bateman, Jiannan Li, Anthony Tang
Research Collection School Of Computing and Information Systems
Generative AI tools can provide people with the ability to create virtual environments and scenes with natural language prompts. Yet, how people will formulate such prompts is unclear---particularly when they inhabit the environment that they are designing. For instance, it is likely that a person might say, "Put a chair here,'' while pointing at a location. If such linguistic and embodied features are common to people's prompts, we need to tune models to accommodate them. In this work, we present a Wizard of Oz elicitation study with 22 participants, where we studied people's implicit expectations when verbally prompting such programming …
Automated Cinematographer For Vr Viewing Experiences, Zihan Wu
Automated Cinematographer For Vr Viewing Experiences, Zihan Wu
Dartmouth College Master’s Theses
As the virtual reality (VR) industry continues to evolve, the question of how to effectively capture VR experiences for an audience remains a challenge. The predominant method of showcasing VR applications through first-person recordings lacks cinematic interest, failing to capture other viewpoints and the essence of the moment. Meanwhile, manually setting up cameras and editing videos requires technical expertise on behalf of the user. In this paper, we propose the use of machine learning (ML) to automatically select the most compelling predefined viewpoint in a VR environment, at any given moment. Our models, trained on actor motion and voice volume, …
The Impact Of Avatar Completeness On Embodiment And The Detectability Of Hand Redirection In Virtual Reality, Martin Feick, Andre Zenner, Simon Seibert, Anthony Tang, Antonio Krüger
The Impact Of Avatar Completeness On Embodiment And The Detectability Of Hand Redirection In Virtual Reality, Martin Feick, Andre Zenner, Simon Seibert, Anthony Tang, Antonio Krüger
Research Collection School Of Computing and Information Systems
To enhance interactions in VR, many techniques introduce offsets between the virtual and real-world position of users’ hands. Nevertheless, such hand redirection (HR) techniques are only effective as long as they go unnoticed by users—not disrupting the VR experience. While several studies consider how much unnoticeable redirection can be applied, these focus on mid-air floating hands that are disconnected from users’ bodies. Increasingly, VR avatars are embodied as being directly connected with the user’s body, which provide more visual cue anchoring, and may therefore reduce the unnoticeable redirection threshold. In this work, we studied more complete avatars and their effect …
Cloud Computing Integration Into Mixed-Reality: Physical To Abstraction, Yassine Chahid, Patrick Slattery
Cloud Computing Integration Into Mixed-Reality: Physical To Abstraction, Yassine Chahid, Patrick Slattery
Publications and Research
This research evaluates the progression of cloud computing and mixed-reality technologies, and to identify how these technologies influence advancements in the latter. Both cloud computing and mixed reality have significantly impacted the IT field and the services available to the public and various institutions. Cloud computing provides a valuable way to process information or allocate computational resources on otherwise limited hardware. Augmented or virtual reality hardware would greatly benefit from this by offloading resource-intensive tasks to other machines. The research methodology involves analyzing essential components of both innovations, divided into multiple categories. These components range from physical, hardware-based elements to …
Digitizing Delphi: Educating Audiences Through Virtual Reconstruction, Kate Koury
Digitizing Delphi: Educating Audiences Through Virtual Reconstruction, Kate Koury
The Journal of Purdue Undergraduate Research
Implementing a 3D model into a virtual space allows the general public to engage critically with archaeological processes. There are many unseen decisions that go into reconstructing an ancient temple. Analysis of available materials and techniques, predictions of how objects were used, decisions of what sources to reference, puzzle piecing broken remains together, and even educated guesses used to fill gaps in information often go unobserved by the public. This work will educate users about those choices by allowing the side-by-side comparison of conflicting theories on the reconstruction of the Tholos at Delphi, which is an ideal site because of …
Turn-It-Up: Rendering Resistance For Knobs In Virtual Reality Through Undetectable Pseudo-Haptics, Martin Feick, Andre Zenner, Oscar Ariza, Anthony Tang, Cihan Biyikli, Antonio Kruger
Turn-It-Up: Rendering Resistance For Knobs In Virtual Reality Through Undetectable Pseudo-Haptics, Martin Feick, Andre Zenner, Oscar Ariza, Anthony Tang, Cihan Biyikli, Antonio Kruger
Research Collection School Of Computing and Information Systems
Rendering haptic feedback for interactions with virtual objects is an essential part of effective virtual reality experiences. In this work, we explore providing haptic feedback for rotational manipulations, e.g., through knobs. We propose the use of a Pseudo-Haptic technique alongside a physical proxy knob to simulate various physical resistances. In a psychophysical experiment with 20 participants, we found that designers can introduce unnoticeable offsets between real and virtual rotations of the knob, and we report the corresponding detection thresholds. Based on these, we present the Pseudo-Haptic Resistance technique to convey physical resistance while applying only unnoticeable pseudo-haptic manipulation. Additionally, we …
Voxelhap: A Toolkit For Constructing Proxies Providing Tactile And Kinesthetic Haptic Feedback In Virtual Reality, M. Feick, C. Biyikli, K. Gani, A. Wittig, Anthony Tang, A. Krüger
Voxelhap: A Toolkit For Constructing Proxies Providing Tactile And Kinesthetic Haptic Feedback In Virtual Reality, M. Feick, C. Biyikli, K. Gani, A. Wittig, Anthony Tang, A. Krüger
Research Collection School Of Computing and Information Systems
Experiencing virtual environments is often limited to abstract interactions with objects. Physical proxies allow users to feel virtual objects, but are often inaccessible. We present the VoxelHap toolkit which enables users to construct highly functional proxy objects using Voxels and Plates. Voxels are blocks with special functionalities that form the core of each physical proxy. Plates increase a proxy’s haptic resolution, such as its shape, texture or weight. Beyond providing physical capabilities to realize haptic sensations, VoxelHap utilizes VR illusion techniques to expand its haptic resolution. We evaluated the capabilities of the VoxelHap toolkit through the construction of a range …
Ubisurface: A Robotic Touch Surface For Supporting Mid-Air Planar Interactions In Room-Scale Vr, Ryota Gomi, Kazuki Takashima, Yuki Onishi, Kazuyuki Fujita, Yoshifumi Kitamura
Ubisurface: A Robotic Touch Surface For Supporting Mid-Air Planar Interactions In Room-Scale Vr, Ryota Gomi, Kazuki Takashima, Yuki Onishi, Kazuyuki Fujita, Yoshifumi Kitamura
Research Collection School Of Computing and Information Systems
Room-scale VR has been considered an alternative to physical office workspaces. For office activities, users frequently require planar input methods, such as typing or handwriting, to quickly record annotations to virtual content. However, current off-The-shelf VR HMD setups rely on mid-Air interactions, which can cause arm fatigue and decrease input accuracy. To address this issue, we propose UbiSurface, a robotic touch surface that can automatically reposition itself to physically present a virtual planar input surface (VR whiteboard, VR canvas, etc.) to users and to permit them to achieve accurate and fatigue-less input while walking around a virtual room. We design …
The Effects Of Primary And Secondary Task Workloads On Cybersickness In Immersive Virtual Active Exploration Experiences, Rohith Venkatakrishnan
The Effects Of Primary And Secondary Task Workloads On Cybersickness In Immersive Virtual Active Exploration Experiences, Rohith Venkatakrishnan
All Dissertations
Virtual reality (VR) technology promises to transform humanity. The technology enables users to explore and interact with computer-generated environments that can be simulated to approximate or deviate from reality. This creates an endless number of ways to propitiously apply the technology in our lives. It follows that large technological conglomerates are pushing for the widespread adoption of VR, financing the creation of the Metaverse - a hypothetical representation of the next iteration of the internet.
Even with VR technology's continuous growth, its widespread adoption remains long overdue. This can largely be attributed to an affliction called cybersickness, an analog to …
Augmented & Virtual Reality: Advancement Of Technology And Its Impacts On Medicine, Education, And Other Industries, Yassine Chahid
Augmented & Virtual Reality: Advancement Of Technology And Its Impacts On Medicine, Education, And Other Industries, Yassine Chahid
Publications and Research
Throughout the early 2000s, the ways in which the World Wide Web was used would undergo major changes. The introduction of these changes around this time period would be collectively known as Web 2.0. With Web 2.0, accessibility and distribution of applications became more simplified. During the 2000s, much has evolved from hard capabilities to the internet and its widespread usage amongst companies and general consumers. In contemporary times, multiple technologies, both hardware and digital are becoming more advanced, with general consumers either rejecting or accepting these gradual shifts in what may become everyday technology. Web 3.0, the theoretical advancement …
Accessible Virtual Reality For Older Adults, Aaron Gluck
Accessible Virtual Reality For Older Adults, Aaron Gluck
All Dissertations
Virtual reality (VR) has grown significantly since the commercial release of the Oculus Rift in March 2016. This growth accelerated during the COVID-19 pandemic, revolutionizing how individuals and businesses work, socialize, exercise, and stay entertained. However, commercial VR systems are not designed to be accessible to people with disabilities. While researchers have explored aspects of VR accessibility for people with disabilities, there is minimal research on accessible VR for older adults. Older adults (65+) self-report the highest rate of disabilities which may result in VR accessibility barriers, making this the ideal group to study the accessibility of VR.
This dissertation …
Vr Computing Lab: An Immersive Classroom For Computing Learning, Shawn Pang, Kyong Jin Shim, Yi Meng Lau, Swapna Gottipati
Vr Computing Lab: An Immersive Classroom For Computing Learning, Shawn Pang, Kyong Jin Shim, Yi Meng Lau, Swapna Gottipati
Research Collection School Of Computing and Information Systems
In recent years, virtual reality (VR) is gaining popularity amongst educators and learners. If a picture is worth a thousand words, a VR session is worth a trillion words. VR technology completely immerses users with an experience that transports them into a simulated world. Universities across the United States, United Kingdom, and other countries have already started using VR for higher education in areas such as medicine, business, architecture, vocational training, social work, virtual field trips, virtual campuses, helping students with special needs, and many more. In this paper, we propose a novel VR platform learning framework which maps elements …
Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris
Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris
Frameless
In-game audio plays an important role in enhancing the sense of reality and immersion in the gaming experience. In many games, sounds are also used to provide notifications and clues, which are essential to the gameplay. However, in this case, the deaf and hard of hearing (DHH) players may fail to access the information conveyed by sounds, which degrades their gaming experience (Jain et al. 2021).
Warehouse And Logistics: Smart Picking With Vuzix Smart Glasses, Elise Hemink
Warehouse And Logistics: Smart Picking With Vuzix Smart Glasses, Elise Hemink
Frameless
Vuzix is an industry leader in augmented reality (AR) technology. We provide innovative products to an array of industries, a few being defense, security, enterprise, and consumers. Our AR technology provides a perfect balance of engagement in the digital and real worlds thanks to their innovative optics, AI apps and 5G capability.
A Review Of Xr Classrooms In Institutions Of Higher Education, Brandon Patterson, Tallie Casucci
A Review Of Xr Classrooms In Institutions Of Higher Education, Brandon Patterson, Tallie Casucci
Frameless
This talk will review the literature and examine existing physical spaces using virtual reality (VR) and augmented reality (AR), often referred together as extended reality (XR), to teach learners in an academic setting. Attendees will better understand best practices and ways of addressing potential challenges when designing a physical XR classroom space for higher education. A physical XR classroom provides institutions with a dedicated space for educational courses and workshops, which utilize XR for both one- off sessions and an entire semester (Pirker, Holly, and Gütl 2020). The talk will help answer the question, why a dedicated XR classroom?
The Application Of Virtual Reality In Firefighting Training, Dylan A. Gagnon
The Application Of Virtual Reality In Firefighting Training, Dylan A. Gagnon
Theses and Dissertations
Immersive simulations such as virtual reality is becoming more prevalent for use in training environments for many professions. United States Air Force firefighters may benefit from incorporating VR technology into their training program to increase organizational commitment, job satisfaction, self-efficacy, and job performance. With implementing a new training platform, it is also important to understand the relationship between these variables and the perceived benefits and efficacy of the VR training, which has not yet been studied in previous research. This study addresses this issue by gathering data from fire departments currently fielding a VR fire training platform.
The Impact Of Visual Feedback And Control Configuration On Pilot-Aircraft Interface Using Head Tracking Technology, Christopher M. Arnold
The Impact Of Visual Feedback And Control Configuration On Pilot-Aircraft Interface Using Head Tracking Technology, Christopher M. Arnold
Theses and Dissertations
Traditional control mechanisms restrict human input on the displays in 5th generation aircraft. This research explored methods for enhancing pilot interaction with large, information dense cockpit displays; specifically, the effects of visual feedback and control button configuration when augmenting cursor control with head tracking technology. Previous studies demonstrated that head tracking can be combined with traditional cursor control to decrease selection times but can increase pilot mental and physical workload. A human subject experiment was performed to evaluate two control button configurations and three visual feedback conditions. A Fitts Law analysis was performed to create predictive models of selection time …
The Effect Of Touch Simulation In Virtual Reality Shopping, Ha Kyung Lee, Namhee Yoon, Dooyoung Choi
The Effect Of Touch Simulation In Virtual Reality Shopping, Ha Kyung Lee, Namhee Yoon, Dooyoung Choi
STEMPS Faculty Publications
This study aims to explore the effect of touch simulation on virtual reality (VR) store satisfaction mediated by VR shopping self-efficacy and VR shopping pleasure. The moderation effects of the autotelic and instrumental need for touch between touch simulation and VR store satisfaction are also explored. Participants wear a head-mounted display VR device (Oculus Go) in a controlled laboratory environment, and their VR store experience is recorded as data. All participants’ responses (n = 58) are analyzed using SPSS 20.0 for descriptive statistics, reliability analysis, exploratory factor analysis, and the Process macro model analysis. The results show that touch simulation …
Utilization Of Virtual Reality For General Education Purposes, Amit Lal
Utilization Of Virtual Reality For General Education Purposes, Amit Lal
University of the Pacific Theses and Dissertations
The use of Virtual Reality (VR) in a variety of professional, military, governmental, and educational fields has continued to expand over the past several decades, and the recent Covid-19 pandemic has brought attention to this field. This study surveys 154 college students over 23 questions that include various demographics that can be used to look for discriminators, multiple-choice VR-related questions, as well as a few free-form questions about use of VR in learning environments. The students’ experience with, interest in, and thoughts on how to best use VR vary considerably. The Covid-19 pandemic is found to have limited impact thus …
Towards Balancing Vr Immersion And Bystander Awareness, Yoshiki Kudo, Anthony Tang, Kazuyuki Fujita, Isamu Endo, Kazuki Takashima, Yoshifumi Kitamura
Towards Balancing Vr Immersion And Bystander Awareness, Yoshiki Kudo, Anthony Tang, Kazuyuki Fujita, Isamu Endo, Kazuki Takashima, Yoshifumi Kitamura
Research Collection School Of Computing and Information Systems
Head-mounted displays (HMDs) increase immersion into virtual worlds. The problem is that this limits headset users' awareness of bystanders: headset users cannot attend to bystanders' presence and activities. We call this the HMD boundary. We explore how to make the HMD boundary permeable by comparing different ways of providing informal awareness cues to the headset user about bystanders. We adapted and implemented three visualization techniques (Avatar View, Radar and Presence++) that share bystanders' location and orientation with headset users. We conducted a hybrid user and simulation study with three different types of VR content (high, medium, low interactivity) with twenty …
Rotateentry: Controller-Rolling-Style Text Entry For Three Degrees Of Freedom Virtual Reality Devices, Ziming Li, Roshan Peiris
Rotateentry: Controller-Rolling-Style Text Entry For Three Degrees Of Freedom Virtual Reality Devices, Ziming Li, Roshan Peiris
Frameless
In this work, we propose RotateEntry, a controller-rolling-style method for text entry on three degrees of freedom virtual reality devices. To move the key-selecting cursor in two dimensions on a QWERTY layout virtual keyboard, we developed three variants of RotateEntry: Rotate Column Rotate, Rotate Key, and Rotate Column Point. We conducted a comparative empirical evaluation of the four text input methods, including three proposed controller-rolling-style text input methods and the standard raycasting-style one. Text entry performance, accuracy, workload, usability, and user experience were tested and evaluated. Due to the COVID-19 situation, our study was conducted remotely. The impact of using …
Integrating The First Person View And The Third Person View Using A Connected Vr-Mr System For Pilot Training, Chang-Geun Oh, Kwanghee Lee, Myunghoon Oh
Integrating The First Person View And The Third Person View Using A Connected Vr-Mr System For Pilot Training, Chang-Geun Oh, Kwanghee Lee, Myunghoon Oh
Journal of Aviation/Aerospace Education & Research
Virtual reality (VR)-based flight simulator provides pilots the enhanced reality from the first-person view. Mixed reality (MR) technology generates effective 3D graphics. The users who wear the MR headset can walk around the 3D graphics to see all its 360 degrees of vertical and horizontal aspects maintaining the consciousness of real space. A VR flight simulator and an MR application were connected to create the capability of both first-person view and third-person view for a comprehensive pilot training system. This system provided users the capability to monitor the aircraft progress along the planned path from the third-person view as well …
The Virtual Reality Questionnaire Toolkit, Martin Feick, Niko Kleer, Anthony Tang, Anthonio Kruger
The Virtual Reality Questionnaire Toolkit, Martin Feick, Niko Kleer, Anthony Tang, Anthonio Kruger
Research Collection School Of Computing and Information Systems
In this work, we present the VRQuestionnaire Toolkit, which enables the research community to easily collect subjective measures within virtual reality (VR). We contribute a highly customizable and reusable open-source toolkit which can be integrated in existing VR projects rapidly. The toolkit comes with a pre-installed set of standard questionnaires such as NASA TLX, SSQ and SUS Presence questionnaire. Our system aims to lower the entry barrier to use questionnaires in VR and to significantly reduce development time and cost needed to run pre-, in between- and post-study questionnaires.
Virtual Reality: A Tool Used To Engage Youth In The Voting Process In Newly Democratic Tunisia, Raed Ghanja
Virtual Reality: A Tool Used To Engage Youth In The Voting Process In Newly Democratic Tunisia, Raed Ghanja
International Programs
Tunisia is facing a hard time with its transition to democracy partly due to the reluctance on the part of young people to participate in elections. This poster discusses why the Tunisian government must engage youth and encourage their participation in the election process by using fun simulations of this process in Virtual Reality.