Virtual Reality

[VR 2020] Exploring the differences of visual discomfort caused by long-term immersion between virtual environments and physical environments

To investigate the effects of visual discomfort caused by long-term immersing in virtual environments (VEs), we conducted a comparative study to evaluate users’ visual discomfort in an eight-hour working rhythm and compared the differences between …

[VR 2020] Extracting and transferring hierarchical knowledge to robots using virtual reality

We study the knowledge transfer problem by training the task of folding clothes in the virtual world using an Oculus Headset and validating with a physical Baxter robot. We argue such complex transfer is realizable if an abstract graph-based …

[ISMAR 2019] Mixed reality office system based on maslow’s hierarchy of needs: Towards the long-term immersion in virtual environments

In a mixed reality (MR) environment that combines the physical objects with the virtual environments, users' feelings are immersed in the virtual world, while their bodies remain in the physical world. Compared to the purely physical environments, …

[ICRA 2019] High-fidelity grasping in virtual reality using a glove-based system

This paper presents a design that jointly provides hand pose sensing, hand localization, and haptic feedback to facilitate real-time stable grasps in Virtual Reality (VR). The design is based on an easy-to-replicate glove-based system that can …

[TURC 2019] VRGym: A virtual testbed for physical and interactive AI

We propose VRGym, a virtual reality testbed for realistic human-robot interaction. Different from existing toolkits and virtual reality environments, the VRGym emphasizes on building and training both physical and interactive agents for robotics, machine learning, and cognitive science.

[VR 2019] Evaluation of maslows hierarchy of needs on long-term use of HMDs - A case study of office environment

Long-term exposure to VR will become more and more important, but what we need for long term immersion to meet users fundamental needs is still under-researched. In this paper, we apply the theory of Maslows Hierarchy of Needs to guide the design of …

[SID 2019] Subjective and objective evaluation of visual fatigue caused by continuous and discontinuous use of HMDs

During continuous use of displays, a short rest can relax users' eyes and relieve visual fatigue. As one of the most important devices of virtual reality, head‐mounted displays (HMDs) can create an immersive 3D virtual world. When users have a short …

[SID 2019] Vision-tangible interactive display method for mixed and virtual reality: Toward the human-centered editable reality

Building a human-centered editable world can be fully realized in a virtual environment. Both mixed reality (MR) and virtual reality (VR) are feasible solutions to support the attribute of edition. Based on the current development of MR and VR, we …

[ISMAR 2018] HiKeyb: High-efficiency mixed reality system for text entry

Text entry is an imperative issue to be addressed in current entry systems for virtual environments (VEs). The entry method using a physical keyboard is still the most dominant choice for an efficient interaction regarding text entry. In this paper, …

[VR 2018] Inverse virtual reality: Intelligence-driven mutually mirrored world

Since artificial intelligence has been integrated into virtual reality, a new branch of virtual reality, which is called inverse virtual reality (IVR), is created. A typical IVR system contains both the intelligence-driven virtual reality and the …