EDBT 2026 Demo / reviewers in the wild / expert
Misha Sra
dblp:119/4545
· DBLP profile ↗
52ranked-venue papers
12as first author
37since 2021 · last 2026
0000-0001-8154-8518ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 31 · 6 first-author · 22 since 2021Graphics, computer vision, multimedia, augmented reality and games · 24 · 6 first-author · 17 since 2021Artificial intelligence and machine learning · 7 · 7 since 2021Systems, architecture and hardware · 1 · 1 since 2021Computer networks · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | TaskLens: Generating Task-Conditioned Scaffolded Interfaces for Learning Professional Creative SoftwareabstractProfessional creative software has steep learning curves for novices due to complex interfaces, limited guidance, and unfamiliar terminology. To support educators and tool creators in addressing learner challenges, we introduce TaskLens, an LLM-based method that automatically generates task-conditioned scaffolded UIs from natural language task descriptions. Our method uses LLMs to identify workflow stages and domain concepts, select task-relevant tools, generate implementation code, and execute the code to produce scaffolded interfaces. The interfaces surface relevant tools, organize them by workflow stage, link them to domain concepts, and progressively disclose advanced features. We evaluate TaskLens by deploying two LLM-generated scaffolded interfaces in Blender, a professional 3D modeling software. A user study with beginners (n=32) showed that our scaffolded interfaces significantly reduced perceived task load, improved task performance through embedded workflow guidance, and increased domain concept learning in Blender during task execution. A second study with experts (n=8) showed improved task efficiency and potential to create personalized UIs for productivity and creativity. Misha Sra |
DIS | 2 |
| 2026 | Grand Challenges around Designing Computers' Control Over Our BodiesabstractAdvances in emerging technologies, such as on-body mechanical actuators and electrical muscle stimulation, have allowed computers to take control over our bodies. This presents opportunities as well as challenges, raising fundamental questions about agency and the role of our bodies when interacting with technology. To advance this research field as a whole, we brought together expert perspectives in a week-long seminar to articulate the grand challenges that should be tackled when it comes to the design of computers’ control over our bodies. These grand challenges span technical, design, user, and ethical aspects. By articulating these grand challenges, we aim to begin initiating a research agenda that positions bodily control not only as a technical feature but as a central, experiential, and ethical concern for future human–computer interaction endeavors. Florian 'Floyd' Mueller, Nadia Bianchi-Berthouze, Misha Sra, Mar González-Franco, Henning Pohl, Susanne Boll, Richard Byrne 0001, Arthur Pitzer Caetano, Masahiko Inami, Jarrod Knibbe, Per Ola Kristensson, Xiang Li 0101, Zhuying Li 0001, Joe Marshall, Louise Petersen Matjeka, Minna Orvokki Nygren, Rakesh Patibanda, Sara Price, Harald Reiterer, Aryan Saini, Oliver Schneider 0006, Ambika Shahu, Phoebe O. Toups Dugas, Samitha Elvitigala |
CHI | 3 |
| 2026 | Embedded vs. Situated: An Evaluation of AR Facial Training FeedbackabstractWhile augmented reality (AR) research demonstrates benefits of embedded visualizations for gross motor training, its applicability to facial exercises remains under-explored. Providing effective real-time feedback for facial muscle training presents unique design challenges, given the complexity of facial musculature. We developed three AR feedback approaches varying in spatial relationship to the user: situated (screen-fixed), proxy-embedded (on a mannequin), and fully embedded (overlaid on the user’s face). In a within-subjects study (N=24), we measured exercise accuracy, cognitive load, and user preference during facial training tasks. The embedded feedback reduced cognitive load and received higher preference ratings, while the situated feedback enabled more precise corrections and higher accuracy. Qualitative analysis revealed a key design tension: embedded feedback improved experience but created self-consciousness and interpretive difficulty. We distill these insights into design considerations addressing the trade-offs for facial training systems, with implications for rehabilitation, performance training, and motor skill acquisition. Avinash Ajit Nargund, Andrea M. Park, Tobias Höllerer, Misha Sra |
CHI | 4 |
| 2026 | How Users Perceive Mixed-Initiative AI: Attitudes Toward Assistance in Problem SolvingabstractIn mixed-initiative systems, the mode of AI assistance delivery can be as consequential as the assistance itself. We investigated two assistance delivery modes: on-demand help (users request via Button) and pre-scheduled help (assistance delivered at user-selected intervals, with user actions resetting the Timer). To evaluate these modes, we selected Rush Hour puzzles as the human–AI collaborative task because they capture elements of real-world problem solving such as analysis, resource management, and decision-making under constraints. To enhance ecological validity, we imposed monetary costs for both time and AI assistance, simulating scenarios where people must balance implicit or explicit trade-offs such as time pressure, financial limitations, or opportunity costs. Although task performance was comparable across modes, participants who used the pre-scheduled (Timer) mode reported more positive perceptions of the AI, even when their ending budget was low. This suggests that assistance delivery mode can shape user experience independent of task outcomes, indicating that human-AI systems may need to consider how AI assistance is delivered alongside improving task performance. Yunhao Luo 0002, Arthur Pitzer Caetano, Avinash Ajit Nargund, Tobias Höllerer, Misha Sra |
IUI | 5 |
| 2026 | ReUseIt: Synthesizing Reusable AI Agent Workflows for Web AutomationabstractAI-powered web agents have the potential to automate repetitive tasks, such as form filling, information retrieval, and scheduling, but they struggle to reliably execute these tasks without human intervention, requiring users to provide detailed guidance during every run. We address this limitation by automatically synthesizing reusable workflows from an agent’s successful and failed attempts. These workflows incorporate execution guards that help agents detect and fix errors while keeping users informed of progress and issues. Our approach enables agents to successfully complete repetitive tasks of the same type with minimal user intervention, increasing the success rates from 24.2% to 70.1% across fifteen tasks. To evaluate this approach, we invited nine users and found that our agent helped them complete web tasks with a higher success rate and less guidance compared to two baseline methods, as well as allowed users to easily monitor agent behavior and understand its failures. Misha Sra, Jeevana Priya Inala, Chenglong Wang 0005 |
IUI | 2 |
| 2026 | XARP: A Human-First and Agent-Ready Extended Reality Toolkit in Python EICS010abstractBuilding XR-AI research prototypes requires navigating two largely separate ecosystems. Mainstream XR development relies on C#/C++ and game engines, while AI development is centered on Python. This toolchain fragmentation slows down contributions to human-AI spatial interaction research. To broaden access to XR development in the Python ecosystem, we present XARP (XR Agent-ready Remote Procedures), a toolkit for rapid XR-AI prototyping in Python. XARP application logic runs on a Python server and controls a Unity client through WebSocket messages. This architecture enables compatibility with multiple client platforms and live reloading of application code without client redeployment. XARP is available to humans as a library and to AI agents as callable tools and through Model Context Protocol. We designed XARP through formative case studies and refined it through an early acceptance evaluation with 24 XR and AI developers and a six-week longitudinal study with two developers building an independent research project. Potential users expected the toolkit to improve their performance and facilitate development. Sustained use confirmed faster iteration and easier setup compared to conventional XR workflows, with asset-intensive and performance-critical projects emerging as the clearest limitations. Technical benchmarks show that hand and head tracking data streaming was close to the device refresh rate of 72 FPS, and that AI agents using XARP consumed 19% fewer tokens than those writing equivalent C# Unity code. Beyond broadening access to XR development, XARP reduces engineering friction in spatial computing research and opens new pathways for AI agents to participate in XR application development. XARP is open source and available at https://github.com/hal-ucsb/xarp. Arthur Pitzer Caetano, Radha Kumaran, Kelvin Jou, Tobias Höllerer, Misha Sra |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2025 | SiCo: An Interactive Size-Controllable Virtual Try-On Approach for Informed Decision-MakingabstractFigure 1: SiCo Overview.Our system begins by prompting users to upload an image of themselves and provide their actual sizes for tops and bottoms.Users then proceed to the garment selection step, where they can choose different sizes for an item (Steps 1 and 3) and visualize how it would look on them (Steps 2 and 4, respectively).In addition to trying on items individually, users can also style multiple items together (Steps 5 and 6).The features in our system enable users to interact with garment sizes and fits more intuitively, providing valuable insights to help them make informed decisions about which garments and sizes to purchase.Garment images are sourced from the DressCode dataset [41].Model image © Pexels. Sherry X. Chen, Alex Christopher Lim, Pradeep Sen, Misha Sra |
Conference on Designing Interactive Systems | 5 |
| 2025 | Designing Through Lived Experience: Reflections on Control, Embodiment, and Social Bias in Accessibility ResearchabstractThis paper presents an analytic autoethnography of three accessibility research projects, MouseClicker, Virtual Steps, and Simulated Conversations, led by the first author, a disabled researcher with Spinal Muscular Atrophy.Each project emerged from personal need and embodied experience, and together they explore new possibilities in accessible interaction, sensation, and social engagement.Drawing from feminist HCI, crip technoscience, and design justice, we argue that designing through disability is not simply a methodological stance but a form of epistemic resistance.We show how emotional labor, insider knowledge, and lived specificity can generate design insights that challenge normative assumptions about simplicity, generalizability, and what disabled users should want.Our contributions include: (1) documenting three disabilitycentered design interventions; (2) surfacing cross-cutting themes of agency, emotional labor, and epistemic friction; and (3) offering implications for reframing accessibility research as an inclusive, reflexive, and justice-oriented practice.This report invites the HCI community to recognize lived experience not as anecdotal, but as rigorous situated knowledge essential to equitable design. Atieh Taheri, Misha Sra, Patrick Carrington, Jeffrey P. Bigham |
ASSETS | 2 |
| 2025 | Instruct-CLIP: Improving Instruction-Guided Image Editing with Automated Data Refinement Using Contrastive LearningabstractAlthough natural language instructions offer an intuitive way to guide automated image editing, deep- learning models often struggle to achieve high- quality results, largely due to the difficulty of creating large, high- quality training datasets. To do this, previous approaches have typically relied on text- to- image (T2I) generative models to produce pairs of original and edited images that simulate the input/output of an instruction- guided image- editing model. However, these image pairs often fail to align with the specified edit instructions due to the limitations of T2I models, which negatively impacts models trained on such datasets. To address this, we present Instruct- CLIP (I- CLIP), a self-supervised method that learns the semantic changes between original and edited images to refine and better align the instructions in existing datasets. Furthermore, we adapt Instruct- CLIP to handle noisy latent images and diffusion time-steps so that it can be used to train latent diffusion models (LDMs) and efficiently enforce alignment between the edit instruction and the image changes in latent space at any step of the diffusion pipeline. We use Instruct- CLIP to correct the InstructPix2Pix dataset and get over 120K refined samples we then use to fine- tune their model, guided by our novel I- CLIP- based loss function. The resulting model can produce edits that are more aligned with the given instructions. Our code and dataset are available at https://github.com/SherryXTChen/Instruct-CLIP.git. Sherry X. Chen, Misha Sra, Pradeep Sen |
CVPR | 2 |
| 2025 | LocoVR: Multiuser Indoor Locomotion Dataset in Virtual RealityabstractUnderstanding human locomotion is crucial for AI agents such as robots, particularly in complex indoor home environments. Modeling human trajectories in these spaces requires insight into how individuals maneuver around physical obstacles and manage social navigation dynamics. These dynamics include subtle behaviors influenced by proxemics - the social use of space, such as stepping aside to allow others to pass or choosing longer routes to avoid collisions. Previous research has developed datasets of human motion in indoor scenes, but these are often limited in scale and lack the nuanced social navigation dynamics common in home environments.
To address this, we present LocoVR, a dataset of 7000+ two-person trajectories captured in virtual reality from over 130 different indoor home environments. LocoVR provides accurate trajectory and precise spatial information, along with rich examples of socially-motivated movement behaviors.
For example, the dataset captures instances of individuals navigating around each other in narrow spaces, adjusting paths to respect personal boundaries in living areas, and coordinating movements in high-traffic zones like entryways and kitchens. Our evaluation shows that LocoVR significantly enhances model performance in three practical indoor tasks utilizing human trajectories, and demonstrates predicting socially-aware navigation patterns in home environments. Kojiro Takeyama, Misha Sra |
ICLR | 3 |
| 2025 | TR-LLM: Integrating Trajectory Data for Scene-Aware LLM-Based Human Action PredictionabstractAccurate prediction of human behavior is crucial for AI systems to effectively support real-world applications, such as autonomous robots anticipating and assisting with human tasks. Real-world scenarios frequently present challenges such as occlusions and incomplete scene observations, which can compromise predictive accuracy. Thus, traditional video-based methods often struggle due to limited temporal and spatial perspectives. Large Language Models (LLMs) offer a promising alternative. Having been trained on a large text corpus describing human behaviors, LLMs likely encode plausible sequences of human actions in a home environment. However, LLMs, trained primarily on text data, lack inherent spatial awareness and real-time environmental perception. They struggle with understanding physical constraints and spatial geometry. Therefore, to be effective in a real-world spatial scenario, we propose a multimodal prediction framework that enhances LLM-based action prediction by integrating physical constraints derived from human trajectories. Our experiments demonstrate that combining LLM predictions with trajectory data significantly improves overall prediction performance. This enhancement is particularly notable in situations where the LLM receives limited scene information, highlighting the complementary nature of linguistic knowledge and physical constraints in understanding and anticipating human behavior.Project page: https://sites.google.com/view/trllmƒusp=sharingGithub repo: https://github.com/kojirotakeyama/TR-LLM/blob/main/readme.md Kojiro Takeyama, Misha Sra |
IROS | 3 |
| 2025 | The Cost of Virtuality Switching: Searching for Physical and Virtual Targets in Optical-See-Through Augmented RealityabstractAs AR applications expand across our daily lives, understanding user interactions within mixed environments-where virtual and physical objects coexist-has become increasingly important. This work investigates human performance and behavior during visual search and selection tasks across three object conditions: (1) virtual objects only, (2) physical objects only, and (3) a combination of virtual and physical objects (Mixed) requiring frequent virtuality switching. We also vary the distance to the target plane while maintaining subtended visual angle: a ‘near’ condition at the headset's focal plane and a ‘far’ condition at a mid-zone action space distance of 3 meters. Results indicate that, while there are some small effects that can be linked back to established display phenomena such as Vergence-Accommodation Conflict, a main cause for performance differences among the object conditions comes from people adjusting their search and selection behavior to the challenges of virtuality switching, resulting in Mixed conditions requiring significant longer completion times, associated with significantly larger head motion, eye movement, and controller movement. Mixed conditions also resulted in significantly lower accuracy for target selection. Virtual-to-Physical transitions took the longest to complete, followed by Physical-to-Virtual transitions, both significantly longer than transitions to targets within the same virtuality. Participants also reported increased Eye Strain, Fatigue, and Task Load with the Mixed conditions. This work provides insight into the complexities of mixed object interaction and presents quantitative assessments of pronounced virtuality switching, with implications for designing effective AR interfaces. Kangyou Yu, Yunhao Luo 0002, Radha Kumaran, Shane Dirksen, Misha Sra, Tobias Höllerer |
ISMAR | 5 |
| 2025 | GraspR: A Computational Model of Spatial User Preferences for Adaptive Grasp UI Design
Arthur Pitzer Caetano, Yunhao Luo 0002, Adwait Sharma, Misha Sra |
UIST | 4 |
| 2024 | GraV: Grasp Volume Data for the Design of One-Handed XR InterfacesabstractEveryday objects, like remote controls or electric toothbrushes, are crafted with hand-accessible interfaces. Expanding on this design principle, extended reality (XR) interfaces for physical tasks could facilitate interaction without necessitating the release of grasped tools, ensuring seamless workflow integration. While established data, such as hand anthropometric measurements, guide the design of handheld objects, XR currently lacks comparable data, regarding reachability, for single-hand interfaces while grasping objects. To address this, we identify critical design factors and a design space representing grasp-proximate interfaces and introduce a simulation tool for generating reachability and displacement cost data for designing these interfaces. Additionally, using the simulation tool, we generate a dataset based on grasp taxonomy and common household objects. Finally, we share insights from a design workshop that emphasizes the significance of reachability and motion cost data, empowering XR creators to develop bespoke interfaces tailored specifically to grasping hands. Alejandro Aponte, Arthur Pitzer Caetano, Yunhao Luo 0002, Misha Sra |
Conference on Designing Interactive Systems | 4 |
| 2024 | DanceGen: Supporting Choreography Ideation and Prototyping with Generative AIabstractChoreography creation requires high proficiency in artistic and technical skills. Choreographers typically go through four stages to create a dance piece: preparation, studio, performance, and reflection. This process is often individualized, complicated, and challenging due to multiple constraints at each stage. To assist choreographers, most prior work has focused on designing digital tools to support the last three stages of the choreography process, with the preparation stage being the least explored. To address this research gap, we introduce an AI-based approach to assist the preparation stage by supporting ideation, creating choreographic prototypes, and documenting creative attempts and outcomes. We address the limitations of existing AI-based motion generation methods for ideation by allowing generated sequences to be edited and modified in an interactive web interface. This capability is motivated by insights from a formative study we conducted with seven choreographers. We evaluated our system’s functionality, benefits, and limitations with six expert choreographers. Results highlight the usability of our system, with users reporting increased efficiency, expanded creative possibilities, and an enhanced iterative process. We also identified areas for improvement, such as the relationship between user intent and AI outcome, intuitive and flexible user interaction design, and integration with existing physical choreography prototyping workflows. By reflecting on the evaluation results, we present three insights that aim to inform the development of future AI systems that can empower choreographers. Misha Sra |
Conference on Designing Interactive Systems | 2 |
| 2024 | TiNO-Edit: Timestep and Noise Optimization for Robust Diffusion-Based Image EditingabstractDespite many attempts to leverage pre-trained text-to-image models (T2I) like Stable Diffusion (SD) [25] for controllable image editing, producing good predictable results remains a challenge. Previous approaches have focused on either fine-tuning pre-trained T2I models on specific datasets to generate certain kinds of images (e.g., with a specific object or person), or on optimizing the weights, text prompts, and/or learning features for each input image in an attempt to coax the image generator to produce the desired result. However, these approaches all have shortcomings and fail to produce good results in a predictable and controllable manner. To address this problem, we present TiNO-Edit, an SD-based method that focuses on optimizing the noise patterns and diffusion timesteps during editing, something previously unexplored in the liter-ature. With this simple change, we are able to generate results that both better align with the original images and reflect the desired result. Furthermore, we propose a set of new loss functions that operate in the latent domain of SD, greatly speeding up the optimization when compared to prior losses, which operate in the pixel domain. Our method can be easily applied to variations of SD including Textual Inversion [13] and DreamBooth [27] that encode new concepts and incorporate them into the edited results. We present a host of image-editing capabilities enabled by our approach. Our code is publicly available at https://github.com//SherryXTChen/TiNO-Edit. Sherry X. Chen, Yaron Vaxman, Elad Ben Baruch, David Asulin, Aviad Moreshet, Kuo-Chin Lien, Misha Sra, Pradeep Sen |
CVPR | 7 |
| 2024 | AID-AppEAL: Automatic Image Dataset and Algorithm for Content Appeal Enhancement and Assessment Labeling
Sherry X. Chen, Yaron Vaxman, Elad Ben Baruch, David Asulin, Aviad Moreshet, Misha Sra, Pradeep Sen |
ECCV (19) | 6 |
| 2024 | XplainLLM: A Knowledge-Augmented Dataset for Reliable Grounded Explanations in LLMsabstractLarge Language Models (LLMs) have achieved remarkable success in natural language tasks, yet understanding their reasoning processes remains a significant challenge.We address this by introducing XplainLLM, a dataset accompanying an explanation framework designed to enhance LLM transparency and reliability.Our dataset comprises 24,204 instances where each instance interprets the LLM's reasoning behavior using knowledge graphs (KGs) and graph attention networks (GAT), and includes explanations of LLMs such as the decoderonly Llama-3 and the encoder-only RoBERTa.XplainLLM also features a framework for generating grounded explanations and the debuggerscores for multidimensional quality analysis.Our explanations include why-choose and whynot-choose components, reason-elements, and debugger-scores that collectively illuminate the LLM's reasoning behavior.Our evaluations demonstrate XplainLLM's potential to reduce hallucinations and improve grounded explanation generation in LLMs.XplainLLM is a resource for researchers and practitioners to build trust and verify the reliability of LLM outputs.Our code and dataset are publicly available 1 . Zichen Chen, Jianda Chen, Ambuj K. Singh, Misha Sra |
EMNLP | 4 |
| 2024 | Audience Amplified: Virtual Audiences in Asynchronously Performed AR TheaterabstractAudience reactions can considerably enhance live experiences; conversely, in anytime/anywhere augmented reality (AR) experiences, large crowds of people might not always be available to congregate. To get closer to simulating live events with large audiences, we created a mobile AR experience where users can wander around naturally and engage in AR theater with virtual audiences trained from real audiences using imitation learning. This allows us to carefully capture the essence of human imperfections and behavior in artificial intelligence (AI) audiences. The result is a novel mobile AR experience in which solitary AR users experience an augmented performance in a physical space with a virtual audience. Virtual dancers emerge from the surroundings, accompanied by a digitally simulated audience, to provide a community experience akin to immersive theater. In a pilot study, simulated human avatars were vastly preferred over just audience audio commentary. We subsequently engaged 20 participants as attendees of an AR dance performance, comparing a no-audience condition with a simulated audience of six onlookers. Through questionnaires and experience reports, we investigated user reactions and behavior. Our results demonstrate that the presence of virtual audience members caused attendees to perceive the performance as a social experience with increased interest and involvement in the event. On the other hand, for some attendees, the dance performances without the virtual audience evoked a stronger positive sentiment. You-Jin Kim, Misha Sra, Tobias Höllerer |
ISMAR | 2 |
| 2024 | AI Comes Out of the Closet: Using AI-Generated Virtual Characters to Help Individuals Practice LGBTQIA+ AdvocacyabstractDespite significant historical progress, discrimination and social stigma continue to impact the lives of LGBTQIA+ individuals. The use of AI-generated virtual characters offers a unique opportunity to facilitate advocacy by engaging individuals in simulated conversations that can foster understanding, education, and empathy. This paper explores the potential of AI simulations to help individuals practice LGBTQIA+ advocacy, while also acknowledging the need for ethical considerations and addressing concerns about oversimplification or perpetuation of stereotypes. By combining technological innovation with a commitment to inclusivity, we aim to contribute to the ongoing struggle for equality in both the legal framework and the hearts and minds of the community. We present a study evaluating virtual characters driven by generative conversational AI simulating the social interactions surrounding “coming out of the closet”, a rite of passage associated with LGBTQIA+ communities. In our study, virtual characters embodied as queer individuals engage with users in a text-based conversation simulation paired with visual representations. We investigate how the interactions between the virtual characters and a user influence the user’s comfort, confidence, empathy and sympathy. The AI simulation includes distinct visual personas deployed in a series of conditions. We present findings from our deployments involving 307 users. Finally, we discuss the design implications of our work on the potential future of embodied, self-actuated and openly LGBTQIA+ intelligent agents. Daniel Pillis, Pat Pataranutaporn, Pattie Maes, Misha Sra |
IUI | 4 |
| 2024 | ConnectVR: A Trigger-Action Interface for Creating Agent-based Interactive VR StoriesabstractThe demand for interactive narratives is growing with increasing popularity of VR and video gaming. This presents an opportunity to create interactive storytelling experiences that allow players to engage with a narrative from a first person perspective, both, immersively in VR and in 3D on a computer. However, for artists and storytellers without programming experience, authoring such experiences is a particularly complex task as it involves coding a series of story events (character animation, movements, time control, dialogues, etc.) to be connected and triggered by a variety of player behaviors. In this work, we present ConnectVR, a trigger-action interface to enable non-technical creators design agent-based narrative experiences. Our no-code authoring method specifically focuses on the design of narratives driven by a series of cause-effect relationships triggered by the player’s actions. We asked 15 participants to use ConnectVR in a preliminary workshop study as well as two artists to extensively use our system to create VR narrative projects in a three-week in-depth study. Our findings shed light on the creative opportunities facilitated by ConnectVR’s trigger-action approach, particularly its capability to establish chained behavioral effects between virtual characters and objects. The results of both studies underscore the positive feedback from participants regarding our system’s capacity to not only support creativity but also to simplify the creation of interactive narrative experiences. Results indicate compatibility with non-technical narrative creator’s workflows, showcasing its potential to enhance the overall creative process in the realm of VR narrative design. Marko Peljhan, Misha Sra |
VR | 3 |
| 2024 | Virtual Steps: The Experience of Walking for a Lifelong Wheelchair User in Virtual RealityabstractMany people often take walking for granted, but for individuals with mobility disabilities, this seemingly simple act can feel out of reach. This reality can foster a sense of disconnect from the world since walking is a fundamental way in which people interact with each other and the environment. Advances in virtual reality and its immersive capabilities have made it possible to enable those who have never walked in their life to “virtually” experience walking. We co-designed a VR walking experience with a person with Spinal Muscular Atrophy who has been a lifelong wheelchair user. Over 9 days, we collected data on this person’s experience through a diary study and analyzed this data to better understand the design elements required. Given that they had only ever seen others walking and had not experienced it first-hand, determining which design parameters must be considered in order to match the virtual experience to their idea of walking was challenging. Generally, we found the experience of walking to be quite positive, providing a perspective from a higher vantage point than what was available in a wheelchair. Our findings provide insights into the emotional complexities and evolving sense of agency accompanying virtual walking. These findings have implications for designing more inclusive and emotionally engaging virtual reality experiences. Atieh Taheri, Arthur Pitzer Caetano, Misha Sra |
VR | 3 |
| 2024 | Message from the ISMAR 2024 Science and Technology Program Chairs and TVCG Guest EditorsabstractIn this special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG), we are pleased to present the journal papers from the 23rd IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2024), which will be held as a hybrid conference between October 21 and 25, 2024 in the Greater Seattle Area, USA. ISMAR continues the over twenty-year long tradition of IWAR, ISMR, and ISAR, and is the premier conference for Mixed and Augmented Reality in the world. Ulrich Eck, Maki Sugimoto, Misha Sra, Markus Tatzgern, Jeanine K. Stefanucci, Ian Williams 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2023 | ARLang: An Outdoor Augmented Reality Application for Portuguese Vocabulary LearningabstractWith recent computer vision techniques and user-generated content, we can augment the physical world with metadata that describes attributes, such as names, geo-locations, and visual features of physical objects. To assess the benefits of these potentially ubiquitous labels for foreign vocabulary learning, we built a proof-of-concept system that displays bilingual text and sound labels on physical objects outdoors using augmented reality. Established tools for language learning have focused on effective content delivery methods such as books and flashcards. However, recent research and consumer learning tools have begun to focus on how learning can become more mobile, ubiquitous, and desirable. To test whether our system supports vocabulary learning, we conducted a preliminary between-subjects (N=44) study. Our results indicate that participants preferred learning with virtual labels on real-world objects outdoors over learning with flashcards. Our findings motivate further investigation into mobile AR-based learning systems in outdoor settings. Arthur Pitzer Caetano, Alyssa P. Lawson, Misha Sra |
Conference on Designing Interactive Systems | 4 |
| 2023 | Living Memories: AI-Generated Characters as Digital MementosabstractEvery human culture has developed practices and rituals associated with remembering people of the past - be it for mourning, cultural preservation, or learning about historical events. In this paper, we present the concept of “Living Memories”: interactive digital mementos that are created from journals, letters and data that an individual have left behind. Like an interactive photograph, living memories can be talked to and asked questions, making accessing the knowledge, attitudes and past experiences of a person easily accessible. To demonstrate our concept, we created an AI-based system for generating living memories from any data source and implemented living memories of the three historical figures “Leonardo Da Vinci”, “Murasaki Shikibu”, and “Captain Robert Scott”. As a second key contribution, we present a novel metrics scheme for evaluating the accuracy of living memory architectures and show the accuracy of our pipeline to improve over baselines. Finally, we compare the user experience and learning effects of interacting with the living memory of Leonardo Da Vinci to reading his journal. Our results show that interacting with the living memory, in addition to simply reading a journal, increases learning effectiveness and motivation to learn about the character. Pat Pataranutaporn, Valdemar Danry, Lancelot Blanchard, Lavanay Thakral, Naoki Ohsugi, Pattie Maes, Misha Sra |
IUI | 7 |
| 2023 | Txt2Vid: Ultra-Low Bitrate Compression of Talking-Head Videos via TextabstractVideo represents the majority of internet traffic today, driving a continual race between the generation of higher quality content, transmission of larger file sizes, and the development of network infrastructure. In addition, the recent COVID-19 pandemic fueled a surge in the use of video conferencing tools. Since videos take up considerable bandwidth ($\sim 100$Kbps to a few Mbps), improved video compression can have a substantial impact on network performance for live and pre-recorded content, providing broader access to multimedia content worldwide. We present a novel video compression pipeline, called Txt2Vid, which dramatically reduces data transmission rates by compressing webcam videos (“talking-head videos”) to a text transcript. The text is transmitted and decoded into a realistic reconstruction of the original video using recent advances in deep learning based voice cloning and lip syncing models. Our generative pipeline achieves two to three orders of magnitude reduction in the bitrate as compared to the standard audio-video codecs (encoders-decoders), while maintaining equivalent Quality-of-Experience based on a subjective evaluation by users ($n=242$) in an online study. The Txt2Vid framework opens up the potential for creating novel applications such as enabling audio-video communication during poor internet connectivity, or in remote terrains with limited bandwidth. The code for this work is available athttps://github.com/tpulkit/txt2vid.git. Pulkit Tandon, Shubham Chandak, Pat Pataranutaporn, Anesu M. Mapuranga, Pattie Maes, Tsachy Weissman, Misha Sra |
IEEE J. Sel. Areas Commun. | 8 |
| 2022 | Self-Supervised Knowledge Assimilation for Expert-Layman Text Style TransferabstractExpert-layman text style transfer technologies have the potential to improve communication between members of scientific communities and the general public. High-quality information produced by experts is often filled with difficult jargon laypeople struggle to understand. This is a particularly notable issue in the medical domain, where layman are often confused by medical text online. At present, two bottlenecks interfere with the goal of building high-quality medical expert-layman style transfer systems: a dearth of pretrained medical-domain language models spanning both expert and layman terminologies and a lack of parallel corpora for training the transfer task itself. To mitigate the first issue, we propose a novel language model (LM) pretraining task, Knowledge Base Assimilation, to synthesize pretraining data from the edges of a graph of expert- and layman-style medical terminology terms into an LM during self-supervised learning. To mitigate the second issue, we build a large-scale parallel corpus in the medical expert-layman domain using a margin-based criterion. Our experiments show that transformer-based models pretrained on knowledge base assimilation and other well-established pretraining tasks fine-tuning on our new parallel corpus leads to considerable improvement against expert-layman transfer benchmarks, gaining an average relative improvement of our human evaluation, the Overall Success Rate (OSR), by 106%. Wenda Xu, Michael Saxon, Misha Sra, William Yang Wang |
AAAI | 3 |
| 2022 | AI-Generated Virtual Instructors Based on Liked or Admired People Can Improve Motivation and Foster Positive Emotions for LearningabstractThis paper presents the results of a study with 134 participants to explore the effects of learning from an AI-generated virtual instructor that resembles a person one likes or admires. Given the important role instructors play in shaping learning experiences, as well as the recent surge in demand for online education, we investigate the potential for AI-generated instructors to motivate learning. Recent advances in generative AI have made it easy to create virtual instructors based on the likeness of a present-day, historical or fictional person, thereby enabling customization of video instructors based on the material, context and student. We found that while greater degrees of liking and admiration do not result in increased test scores, they can significantly improve students’ motivation towards learning, foster more positive emotions, and boost their appraisal of the AI-generated instructor as serving as an effective instructor. Pat Pataranutaporn, Joanne Leong, Valdemar Danry, Alyssa P. Lawson, Pattie Maes, Misha Sra |
FIE | 6 |
| 2022 | CardsVR: A Two-Person VR Experience with Passive Haptic Feedback from a Deck of Playing CardsabstractPresence in virtual reality (VR) is meaningful for remotely connecting with others and facilitating social interactions despite great distance while providing a sense of “being there.” This work presents CardsVR, a two-person VR experience that allows remote participants to play a game of cards together. An entire deck of tracked cards are used to recreate the sense of playing cards in-person. Prior work in VR commonly provides passive haptic feedback either through a single object or through static objects in the environment. CardsVR is novel in providing passive haptic feedback through multiple cards that are individually tracked and represented in the virtual environment. Participants interact with the physical cards by picking them up, holding them, playing them, or moving them on the physical table. Our participant study (N=23) shows that passive haptic feedback provides significant improvement in three standard measures of presence: Possibility to Act, Realism, and Haptics. Andrew Huard, Misha Sra |
ISMAR | 3 |
| 2021 | SceneAR: Scene-based Micro Narratives for Sharing and Remixing in Augmented RealityabstractShort-form digital storytelling has become a popular medium for millions of people to express themselves. Traditionally, this medium uses primarily 2D media such as text (e.g., memes), images (e.g., Instagram), GIFs (e.g., Giphy), and videos (e.g., TikTok, Snapchat). To expand the modalities from 2D to 3D media, we present SceneAR, a smartphone application for creating sequential scene-based micro narratives in augmented reality (AR). What sets SceneAR apart from prior work is its ability to share the scene-based stories as AR content. No longer limited to sharing images or videos, users can now experience narratives in their own physical environments. Additionally, SceneAR affords users the ability to remix AR content, empowering them to collectively build on others’ creations. We asked 18 people to use SceneAR in a three-day study, and based on user interviews, analyses of screen recordings, and the stories they created, we extracted three themes. From these themes and the study overall, we derived six strategies for designers interested in supporting short-form AR narratives. Andrés Monroy-Hernández, Misha Sra |
ISMAR | 3 |
| 2021 | FaraPy: An Augmented Reality Feedback System for Facial Paralysis using Action Unit Intensity EstimationabstractFacial paralysis is the most common facial nerve disorder. It causes functional and aesthetic deficits that often lead to emotional distress and affect psychosocial well-being. One form of treatment is mirror therapy, which has shown potential but has several mirror-related drawbacks that limit its effectiveness. We propose FaraPy, the first mobile augmented reality mirror therapy system for facial paralysis that provides real-time feedback and tracks user progress over time. We developed an efficient convolutional neural network to detect muscle activations and intensities as users perform facial exercises in front of a mobile device camera. Our model outperforms the state-of-the-art model on benchmark data for detecting facial action unit intensity. Our user study (n=20) shows high user satisfaction and greater preference for our interactive system over traditional mirror therapy. Giuliana Barrios Dell'Olio, Misha Sra |
UIST | 2 |
| 2021 | EntangleVR: A Visual Programming Interface for Virtual Reality Interactive Scene GenerationabstractEntanglement is a unique phenomenon in quantum physics that describes a correlated relationship in the measurement of a group of spatially separated particles. In the fields of science fiction, game design, art and philosophy, it has inspired the creation of numerous innovative works. We present EntangleVR, a novel method to create entanglement-inspired virtual scenes with the goal to simplify representing this phenomenon in the design of interactive VR games and experiences. By providing a reactive visual programming interface, users can integrate entanglement into their design without requiring prior knowledge of quantum computing or quantum physics. Our system enables fast creation of complex scenes composed of virtual objects with manipulable correlated behaviors. Marko Peljhan, Misha Sra |
VRST | 3 |
| 2021 | IMAGEimate - An End-to-End Pipeline to Create Realistic Animatable 3D Avatars from a Single Image Using Neural NetworksabstractCurrent advances in image based 3D human shape estimation and parametric human models enable creating realistic 3D virtual humans. We present a pipeline which takes advantage of these models and takes a single input image to create realistic 3D animatable avatars. The pipeline extracts shape and pose parameters from the input image and builds an implicit surface representation, which is then fitted onto a parametric human model. This fitted human model is animated to new and novel poses extracting pose parameters from a motion capture dataset. We extend the pipeline showcasing realism and interaction by texture painting it using Substance Painter and embedding it in an AR scene using Adobe Aero respectively. Suriya Dakshina Murthy, Tobias Höllerer, Misha Sra |
VRST | 3 |
| 2021 | Exploring Emotion Brushes for a Virtual Reality Painting ToolabstractWe present emoPaint, a virtual reality application that allows users to create paintings with expressive emotion-based brushes and shapes. While previous systems have introduced painting in 3D space, emoPaint focuses on supporting emotional characteristics by allowing users to use brushes corresponding to specific emotions or to create their own emotion brushes and paint with the corresponding visual elements. Our system provides a variety of line textures, shape representations and color palettes for each emotion to enable users to control expression of emotions in their paintings. In this work we describe our implementation and illustrate paintings created using emoPaint. Jungah Son, Misha Sra |
VRST | 2 |
| 2021 | Multi-View AR Streams for Interactive 3D Remote TeachingabstractIn this work, we present a system that adds augmented reality interaction and 3D-space utilization to educational videoconferencing for a more engaging distance learning experience. We developed infrastructure and user interfaces that enable the use of an instructor’s physical 3D space as a teaching stage, promote student interaction, and take advantage of the flexibility of adding virtual content to the physical world. The system is implemented using hand-held mobile augmented reality to maximize device availability, scalability, and ready deployment, elevating traditional video lectures to immersive mixed reality experiences. We use multiple devices on the teacher’s end to provide different simultaneous views of a teaching space towards a better understanding of the 3D space. Jennifer Jacobs 0001, Misha Sra, Tobias Höllerer |
VRST | 3 |
| 2021 | PneuMod: A Modular Haptic Device with Localized Pressure and Thermal FeedbackabstractHumans have tactile sensory organs distributed all over the body. However, haptic devices are often only created for one part (e.g., hands, wrist, or face). We propose PneuMod, a wearable modular haptic device that can simultaneously and independently present pressure and thermal (warm and cold) cues to different parts of the body. The module in PneuMod is a pneumatically-actuated silicone bubble with an integrated Peltier device that can render thermo-pneumatic feedback through shapes, locations, patterns, and motion effects. The modules can be arranged with varying resolutions on fabric to create sleeves, headbands, leg wraps, and other forms that can be worn on multiple parts of the body. In this paper, we describe the system design, the module implementation, and applications for social touch interactions and in-game thermal and pressure feedback. Misha Sra |
VRST | 2 |
| 2021 | The 2020 VGTC Virtual Reality Best Dissertation Award
Misha Sra, Folker Wientapper |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2020 | Walking and Teleportation in Wide-area Virtual Reality ExperiencesabstractLocation-based or Out-of-Home Entertainment refers to experiences such as theme and amusement parks, laser tag and paintball arenas, roller and ice skating rinks, zoos and aquariums, or science centers and museums among many other family entertainment and cultural venues. More recently, location-based VR has emerged as a new category of out-of-home entertainment. These VR experiences can be likened to social entertainment options such as laser tag, where physical movement is an inherent part of the experience versus at-home VR experiences where physical movement often needs to be replaced by artificial locomotion techniques due to tracking space constraints. In this work, we present the first VR study to understand the impact of natural walking in a large physical space on presence and user preference. We compare it with teleportation in the same large space, since teleportation is the most commonly used locomotion technique for consumer, at-home VR. Our results show that walking was overwhelmingly preferred by the participants and teleportation leads to significantly higher self-reported simulator sickness. The data also shows a trend towards higher self-reported presence for natural walking. Ehsan Sayyad, Misha Sra, Tobias Höllerer |
ISMAR | 2 |
| 2020 | Augmented Reality World EditorabstractImage inpainting allows for filling masked areas of an image with synthesized content that is indistinguishable from its environment. We present a video inpainting pipeline that enables users to “erase” physical objects in their environment using a mobile device. The pipeline includes an augmented reality application and an on-device conditional adversarial model for generating the inpainted textures. Users are able to interactively remove clutter in their physical space in realtime. The pipeline preserves frame to frame coherence, even with camera movements, using the Google ARCore SDK. Jake Guida, Misha Sra |
VRST | 2 |
| 2019 | Adding Proprioceptive Feedback to Virtual Reality Experiences Using Galvanic Vestibular StimulationabstractWe present a small and lightweight wearable device that enhances virtual reality experiences and reduces cybersickness by means of galvanic vestibular stimulation (GVS). GVS is a specific way to elicit vestibular reflexes that has been used for over a century to study the function of the vestibular system. In addition to GVS, we support physiological sensing by connecting heart rate, electrodermal activity and other sensors to our wearable device using a plug and play mechanism. An accompanying Android app communicates with the device over Bluetooth (BLE) for transmitting the GVS stimulus to the user through electrodes attached behind the ears. Our system supports multiple categories of virtual reality applications with different types of virtual motion such as driving, navigating by flying, teleporting, or riding. We present a user study in which participants (N = 20) experienced significantly lower cybersickness when using our device and rated experiences with GVS-induced haptic feedback as significantly more immersive than a no-GVS baseline. Misha Sra, Abhinandan Jain, Pattie Maes |
CHI | 1 |
| 2018 | Your Place and Mine: Designing a Shared VR Experience for Remotely Located UsersabstractVirtual reality can help realize mediated social experiences where distance disappears and we interact as richly with those around the world as we do with those in the same room. The design of social virtual experiences presents a challenge for remotely located users with room-scale setups like those afforded by recent commodity virtual reality devices. Since users inhabit different physical spaces that may not be the same size, a mapping to a shared virtual space is needed for creating experiences that allow everyone to use real walking for locomotion. We designed three mapping techniques that enable users from diverse room-scale setups to interact together in virtual reality. Results from our user study (N = 26) show that our mapping techniques positively influence the perceived degree of togetherness and copresence while the size of each user's tracked space influences individual presence. Misha Sra, Aske Mottelson, Pattie Maes |
Conference on Designing Interactive Systems | 1 |
| 2018 | VMotion: Designing a Seamless Walking Experience in VRabstractPhysically walking in virtual reality can provide a satisfying sense of presence. However, natural locomotion in virtual worlds larger than the tracked space remains a practical challenge. Numerous redirected walking techniques have been proposed to overcome space limitations but they often require rapid head rotation, sometimes induced by distractors, to keep the scene rotation imperceptible. We propose a design methodology of seamlessly integrating redirection into the virtual experience that takes advantage of the perceptual phenomenon of inattentional blindness. Additionally, we present four novel visibility control techniques that work with our design methodology to minimize disruption to the user experience commonly found in existing redirection techniques. A user study (N = 16) shows that our techniques are imperceptible and users report significantly less dizziness when using our methods. The illusion of unconstrained walking in a large area (16 x 8m) is maintained even though users are limited to a smaller (3.5 x 3.5m) physical space. Misha Sra, Xuhai Xu, Aske Mottelson, Pattie Maes |
Conference on Designing Interactive Systems | 1 |
| 2018 | BreathVR: Leveraging Breathing as a Directly Controlled Interface for Virtual Reality GamesabstractWith virtual reality head-mounted displays rapidly becoming accessible to mass audiences, there is growing interest in new forms of natural input techniques to enhance immersion and engagement for players. Research has explored physiological input for enhancing immersion in single player games through indirectly controlled signals like heart rate or galvanic skin response. In this paper, we propose breathing as a directly controlled physiological signal that can facilitate unique and engaging play experiences through natural interaction in single and multiplayer virtual reality games. Our study (N = 16) shows that participants report a higher sense of presence and find the gameplay more fun and challenging when using our breathing actions. From study observations and analysis we present five design strategies that can aid virtual reality game designers interested in using directly controlled forms of physiological input. Misha Sra, Xuhai Xu, Pattie Maes |
CHI | 1 |
| 2018 | Project Zanzibar: A Portable and Flexible Tangible Interaction PlatformabstractWe present Project Zanzibar: a flexible mat that can locate, uniquely identify and communicate with tangible objects placed on its surface, as well as sense a user's touch and hover hand gestures. We describe the underlying technical contributions: efficient and localised Near Field Communication (NFC) over a large surface area; object tracking combining NFC signal strength and capacitive footprint detection, and manufacturing techniques for a rollable device form-factor that enables portability, while providing a sizable interaction area when unrolled. In addition, we detail design patterns for tangibles of varying complexity and interactive capabilities, including the ability to sense orientation on the mat, harvest power, provide additional input and output, stack, or extend sensing outside the bounds of the mat. Capabilities and interaction modalities are illustrated with self-generated applications. Finally, we report on the experience of professional game developers building novel physical/digital experiences using the platform. Nicolas Villar, Daniel Cletheroe, Greg Saul, Christian Holz 0001, Tim Regan, Oscar Salandin, Misha Sra, Hui-Shyong Yeo, William Field |
CHI | 7 |
| 2018 | Oasis: Procedurally Generated Social Virtual Spaces from 3D Scanned Real SpacesabstractWe present Oasis, a novel system for automatically generating immersive and interactive virtual reality environments for single and multiuser experiences. Oasis enables real-walking in the generated virtual environment by capturing indoor scenes in 3D and mapping walkable areas. It makes use of available depth information for recognizing objects in the real environment which are paired with virtual counterparts to leverage the physicality of the real world, for a more immersive virtual experience. Oasis allows co-located and remotely located users to interact seamlessly and walk naturally in a shared virtual environment. Experiencing virtual reality with currently available devices can be cumbersome due to presence of objects and furniture which need to be removed every time the user wishes to use VR. Our approach is new, in that it allows casual users to easily create virtual reality environments in any indoor space without rearranging furniture or requiring specialized equipment, skill or training. We demonstrate our approach to overlay a virtual environment over an existing physical space through fully working single and multiuser systems implemented on a Tango tablet device. Misha Sra, Sergio Garrido-Jurado, Pattie Maes |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2017 | Steering locomotion by vestibular perturbation in room-scale VRabstractAdvances in consumer virtual reality (VR) technology have made using natural locomotion for navigation in VR a possibility. While walking in VR can enhance immersion and reduce motion sickness, it introduces a few challenges. Walking is only possible within virtual environments (VEs) that fit inside the boundaries of the tracked physical space, which for most users is quite small and carries a high potential for collisions with physical objects around the tracked area. In my thesis, I explore visual and physiological steering techniques that complement the traditional redirected walking technique of scene rotation to alter a user's walking trajectory in the physical space. In this paper, I present the physiological technique. Misha Sra |
VR | 1 |
| 2017 | Auris: creating affective virtual spaces from musicabstractAffective virtual spaces are of interest in many virtual reality applications such as education, wellbeing, rehabilitation, and entertainment. In this paper we present Auris, a system that attempts to generate affective virtual environments from music. We use music as input because it inherently encodes emotions that listeners readily recognize and respond to. Creating virtual environments is a time consuming and labor-intensive task involving various skills like design, 3D modeling, texturing, animation, and coding. Auris helps make this easier by automating the virtual world generation task using mood and content extracted from song audio and lyrics data respectively. Our user study results indicate virtual spaces created by Auris successfully convey the mood of the songs used to create them and achieve high presence scores with the potential to provide novel experiences of listening to music. Misha Sra, Pattie Maes, Prashanth Vijayaraghavan, Deb Roy |
VRST | 1 |
| 2017 | GalVR: a novel collaboration interface using GVSabstractGalVR is a navigation interface that uses galvanic vestibular stimulation (GVS) during walking to cause users to turn from their planned trajectory. We explore GalVR for collaborative navigation in a two-player virtual reality (VR) game. The interface affords a novel game design that exploits the differences in first and third person perspectives, allowing VR and non-VR users to share a play experience. By introducing interdependence arising from dissimilar points of view, players can uniquely contribute to the shared experience based on their roles. We detail the design of our asymmetrical game, Dark Room and present some insights from a pilot study. Trust emerged as the defining factor for successful play. Misha Sra, Xuhai Xu, Pattie Maes |
VRST | 1 |
| 2016 | Immersive Scuba Diving Simulator Using Virtual RealityabstractWe present Amphibian, a simulator to experience scuba diving virtually in a terrestrial setting. While existing diving simulators mostly focus on visual and aural displays, Amphibian simulates a wider variety of sensations experienced underwater. Users rest their torso on a motion platform to feel buoyancy. Their outstretched arms and legs are placed in a suspended harness to simulate drag as they swim. An Oculus Rift head-mounted display (HMD) and a pair of headphones delineate the visual and auditory ocean scene. Additional senses simulated in Amphibian are breath motion, temperature changes, and tactile feedback through various sensors. Twelve experienced divers compared Amphibian to real-life scuba diving. We analyzed the system factors that influenced the users' sense of being there while using our simulator. We present future UI improvements for enhancing immersion in VR diving simulators. Dhruv Jain, Misha Sra, Jingru Guo, Rodrigo Marques, Raymond Wu, Justin Chiu, Chris Schmandt |
UIST | 2 |
| 2016 | Procedurally generated virtual reality from 3D reconstructed physical spaceabstractWe present a novel system for automatically generating immersive and interactive virtual reality (VR) environments using the real world as a template. The system captures indoor scenes in 3D, detects obstacles like furniture and walls, and maps walkable areas (WA) to enable real-walking in the generated virtual environment (VE). Depth data is additionally used for recognizing and tracking objects during the VR experience. The detected objects are paired with virtual counterparts to leverage the physicality of the real world for a tactile experience. Our approach is new, in that it allows a casual user to easily create virtual reality worlds in any indoor space of arbitrary size and shape without requiring specialized equipment or training. We demonstrate our approach through a fully working system implemented on the Google Project Tango tablet device. Misha Sra, Sergio Garrido-Jurado, Chris Schmandt |
VRST | 1 |
| 2015 | Expanding social mobile games beyond the device screen
Misha Sra, Chris Schmandt |
Pers. Ubiquitous Comput. | 1 |
| 2013 | Spotz: A Location-Based Approach to Self-awareness
Misha Sra, Chris Schmandt |
PERSUASIVE | 1 |