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...
ARnnotate: An Augmented Reality Interface for Collecting Custom Dataset of 3D Hand-Object Interaction Pose Estimation
Vision-based 3D pose estimation has substantial potential in hand-object interaction applications and requires user-specified datasets to achieve robust performance. We propose ARnnotate, an Augmented Reality (AR) interface enabling end-users to...
EditAR: A Digital Twin Authoring Environment for Creation of AR/VR and Video Instructions from a Single Demonstration
Augmented/Virtual reality and video-based media play a vital role in the digital learning revolution to train novices in spatial tasks. However, creating content for these different media requires expertise in several fields. We present EditAR, a...
Advanced modeling method for quantifying cumulative subjective fatigue in mid-air interaction
Interaction in mid-air can be fatiguing. A model-based method to quantify cumulative subjective fatigue for such interaction was recently introduced in HCI research. This model separates muscle units into three states: active (Ma) fatigued (Mf) or...
StretchAR: Exploiting Touch and Stretch as a Method of Interaction for Smart Glasses Using Wearable Straps
Over the past decade, augmented reality (AR) developers have explored a variety of approaches to allow users to interact with the information displayed on smart glasses and head-mounted displays (HMDs). Current interaction modalities such as...
ScalAR: Authoring Semantically Adaptive Augmented Reality Experiences in Virtual Reality
Augmented Reality (AR) experiences tightly associate virtual contents with environmental entities. However, the dissimilarity of different environments limits the adaptive AR content behaviors under large-scale deployment. We propose ScalAR, an...
Towards Modeling of Virtual Reality Welding Simulators to Promote Accessible and Scalable Training
The US manufacturing industry is currently facing a welding workforce shortage which is largely due to inadequacy of widespread welding training. To address this challenge, we present a Virtual Reality (VR)-based training system aimed at...
InfoGCN: Representation Learning for Human Skeleton-based Action Recognition
Human skeleton-based action recognition offers a valuable means to understand the intricacies of human behavior because it can handle the complex relationships between physical constraints and intention. Although several studies have focused on...
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...