Creating Augmented Reality (AR) applications requires expertise in both design and implementation, posing significant barriers to entry for non-expert users. While existing methods reduce some of this burden, they often fall short in flexibility or...

Ziyi Liu
GesPrompt: Leveraging Co-Speech Gestures to Augment LLM-Based Interaction in Virtual Reality
Large Language Model (LLM)-based copilots have shown great potential in Extended Reality (XR) applications. However, the user faces challenges when describing the 3D environments to the copilots due to the complexity of conveying spatial-temporal...
Virtual Reality in Manufacturing Education: A Scoping Review Indicating State-of-the-Art, Benefits, and Challenges Across Domains, Levels, and Entities
avaTTAR: Table Tennis Stroke Training with On-body and Detached Visualization in Augmented Reality
Table tennis stroke training is a critical aspect of player development. We designed a new augmented reality (AR) system, avaTTAR, for table tennis stroke training. The system provides both "on-body" (first-person view) and "detached" (third-person...
ClassMeta: Designing Interactive Virtual Classmate to Promote VR Classroom Participation
Peer influence plays a crucial role in promoting classroom participation, where behaviors from active students can contribute to a collective classroom learning experience. However, the presence of these active students depends on several...
InstruMentAR: Auto-Generation of Augmented Reality Tutorials for Operating Digital Instruments Through Recording Embodied
Augmented Reality tutorials, which provide necessary context by directly superimposing visual guidance on the physical referent, represent an effective way of scaffolding complex instrument operations. However, current AR tutorial authoring...
LearnIoTVR: An End-to-End Virtual Reality Environment Providing Authentic Learning Experiences for Internet of Things
The rapid growth of Internet-of-Things (IoT) applications has generated interest from many industries and a need for graduates with relevant knowledge. An IoT system is comprised of spatially distributed interactions between humans and various...
MechARspace: An Authoring System Enabling Bidirectional Binding of Augmented Reality with Toys in Real-time
Augmented Reality (AR), which blends physical and virtual worlds, presents the possibility of enhancing traditional toy design. By leveraging bidirectional virtual-physical interactions between humans and the designed artifact, such AR-enhanced...
ColabAR: A Toolkit for Remote Collaboration in Tangible Augmented Reality Laboratories
Current times are accelerating new technologies to provide high-quality education for remote collaboration, as well as hands-on learning. This is particularly important in the case of laboratory-based classes, which play an essential role in STEM...
Towards modeling of human skilling for electrical circuitry using augmented reality applications
Augmented reality (AR) is a unique, hands-on tool to deliver information. However, its educational value has been mainly demonstrated empirically so far. In this paper, we present a modeling approach to provide users with mastery of a skill, using...