Achieving high-performance displays and eye tracking systems in AR/VR wearable devices is important to revolutionizing various aspects of our lives, such as entertainment,.....
Achieving high-performance displays and eye tracking systems in AR/VR wearable devices is important to revolutionizing various aspects of our lives, such as entertainment,.....
In this research, we explore the use of generative AI for producing context-dependent and situated recommendations in augmented reality (AR) for actions that individuals can take...
We investigate freehand, posture-independent scrolling driven by wrist defection.
Social media seemed to have had a major role to play in the information landscape as a conduit for circulation of ideas and opinions among friends on which people seemed base...
In this study, we establish a much-needed baseline for evaluating eye tracking interactions using an eye tracking enabled Meta Quest 2 VR headset with 30 participants.
We propose XAIR, a design framework that addresses when, what, and how to provide explanations of AI output in AR. The framework was based on a multi-disciplinary literature...
Here, we developed a domain-specific image quality metric for text and compared its performance against quality metrics developed for natural images. To develop our metric, we...
In this paper, we investigate the consequences of such errors in hand and finger motions on comprehension, character perception, social presence, and user comfort.
We introduce the first unsupervised speech synthesis system based on a simple, yet effective recipe. The framework leverages recent work in unsupervised speech recognition as well...
In this work, we present ActivityPoser, which uses the activity context as a conditional input to estimate the pose of limbs for which we do not have any direct sensor data.