Continuous Travel In Virtual Reality Using a 3D Portal
Andrew Atkins, Serge Belongie, Harald Haraldsson
UIST '21: The Adjunct Publication of the 34th Annual ACM Symposium on User Interface Software and Technology
Learning Single-View 3D Reconstruction with Limited Pose Supervision
Guandao Yang, Yin Cui, Serge Belongie, Bharath Hariharan
European Conference on Computer Vision (ECCV), Munich, Germany, 2018.
Learning the Depths of Moving People by Watching Frozen People
Zhengqi Li, Tali Dekel, Forrester Cole, Richard Tucker, Noah Snavely, Ce Liu, William T. Freeman
IEEE Conference on Computer Vision and Pattern Recognition (CVPR), Long Beach, CA, 2019 (Oral)
Generating Spatial Attention Cues via Illusory Motion
Janus Nortoft Jensen, Morten Hannemose, Jakob Wilm, Anders Bjorholm Dahl, Jeppe Refall Frisvad, Serge Belongie
CVPR Workshop on Computer Vision for Augmented and Virtual Reality, Long Beach, CA, 2019
A Face Recognition Application for People with Visual Impairments: Understanding Use Beyond the Lab
Yuhang Zhao, Shaomei Wu, Lindsay Reynolds, Shiri Azenkot
ACM Conference on Computer-Human Interaction (CHI), Montreal, 2018
Understanding Low Vision People's Visual Perception on Commercial Augmented Reality Glasses
Yuhang Zhao, Michele Hu, Shafeka Hashash, Shiri Azenkot
ACM Conference on Computer-Human Interaction (CHI), Denver, CO, May 6-11, 2017
Learning Visual Similarity for Product Design with Convolutional Neural Networks
Context-Aware Asset Search for Graphic Design
Balazs Kovacs, Peter O’Donovan, Kavita Bala, Aaron Hertzmann
IEEE Transactions on Visualization and Computer Graphics, 25(7), 2018.
Deep Painterly Harmonization
Promoting Human-Centered Architectural Design through Biometric Data and Virtual Response Testing
Principal Investigator: Saleh Kalantari
This project uses virtual reality and biophysical measurement to evaluate peoples’ reactions to innovative built environments before they’re constructed. The team is capturing measures of stress, anxiety, and other aspects of well-being, and creating a new interface to evaluate human-experience factors during the design review process.
CueSee: Exploring Visual Cues for People with Low Vision to Facilitate a Visual Search Task
Yuhang Zhao, Sarit Szpiro, Jonathan Knighten, Shiri Azenkot
ACM Conference on Pervasive and Ubiquitous Computing (UBICOMP), Heidelberg, Germany, September 2016
Virtual Reality as a Teaching Tool for Moon Phases and Beyond
Jack H Madden, Andrea Stevenson Won, Jon P Schuldt, Byoungdoo Kim, Swati Pandita, Yilu Sun, T J Stone, N G Holmes
Pre-published on arXiv
Movement Visualizer for Networked Virtual Reality Platforms
Omar Shaikh, Yilu Sun, Andrea Stevenson Won
IEEE Conference on Virtual Reality and 3D User Interfaces, Reutlingen, Germany, 2018
Anon-Emoji: An Optical See-Through Augmented Reality System for Reducing Appearance Bias in Social Interactions
Ran Sun, Harald Haraldsson, Yuhang Zhao, Serge Belongie
CVPR Workshop on Computer Vision for Augmented and Virtual Reality, Long Beach, CA, 2019
Annotate All! A Perspective Preserved Asynchronous Annotation System for Collaborative Augmented Reality
Po Yen Tseng, Harald Haraldsson, Serge Belongie
CVPR Workshop on Computer Vision for Augmented and Virtual Reality, Long Beach, CA, 2019
Markit and Talkit: A Low-Barrier Toolkit to Augment 3D Printed Models with Audio Annotations
Lei Shi, Yuhang Zhao, Shiri Azenkot
ACM Symposium on User Interface Systems and Technology (UIST), 2017
VR-OOM: Virtual Reality On-Road Driving Simulation
David Goedicke, Jamy Li, Vanessa Evers, Wendy Ju
ACM Conference on Computer-Human Interaction, Montreal, Canada, April 2018
Driving with the Fishes: Towards Calming and Mindful Virtual Reality Experiences for the Car
Pablo E Paredes, Staphanie Balters, Kyle Qian, Elizabeth Murnane, Francisco Ordonez, Wendy Ju, James A Landay
Proceedings of the ACM on Interactive, Mobile, Wearable, and Ubiquitous Technologies 2(4), 2018
RoMA: Interactive Fabrication with Augmented Reality and a Robotic 3D Printer
Huaishu Peng, Jimmy Briggs, Cheng-Yao Wang, Kevin Guo, Joseph Kider, Stefanie Mueller, Patrick Baudisch, Francois Guimbretiere
ACM Conference on Computer Human Interaction (CHI), Montreal, Canada, 2018
Virtual Reality Exposure versus Prolonged Exposure for PTSD: Which Treatment for Whom?
Aaron M Noor, Derek J Smolenski, Andrea C Katz, Albert A Rizzo, Barbara O Rothbaum, JoAnn Difede, Patricia Koenen-Woods
Depression and Anxiety 35(6), 2018
AR For Equine Radiography Training
Allison Buck and Julie Powell
Developed at the Cornell College of Veterinary Medicine, the Augmented Reality (AR) application allowed students to practice a notoriously difficult concept to learn: visualizing and capturing radiographic views of the equine carpus. Presented with a case-based scenario, students worked in small groups to evaluate the equine patient’s history and perform virtual diagnostic tests. During one of their virtual tests, the AR application prompted students to position their radiographic equipment (the iPad) relative to their patient’s forelimb to capture several images necessary for diagnosis. Within the application, students controlled the transparency of the forelimb to expose its underlying bony anatomy, thus allowing further review of the bones before positioning to take the radiograph. After students were satisfied with the views they took, using the screen-capture feature programmed within the app, they uploaded their results to the learning management system (LMS) to be graded by the instructor.
A Faust Based Driving Simulator Sound Synthesis Engine
Romain Michon, Mishel Johns, Sile O’Modhrain, Nick Gang, Nikhil Gowda, David Sirkin, Chris Chafe, Matthew James Wright, Wendy Ju
Proceedings of the 13th Sound and Music Computing Conference, Hamburg, Germany, 2016.
How People Experience Autonomous Intersections: Taking a First-Person Perspective
Sven Krome, David Goedicke, Thomas J Matarazzo, Zimeng Zhu, Zhenwei Zhang, J D Zamfirescu-Pereira, Wendy Ju
Proceedings of AutomotiveUI 2019
Augmented Reality, Virtual Reality, and their Effect on Learning Style in the Creative Design Process
Store Design: Visual Complexity and Consumer Responses
Ju Yeun Jang, Eunsoo Baek, So-Yeon Yoon, and Ho Jung Choo
International Journal of Design, 12(2), pp 105-118.
As in-store experience becomes increasingly important, retailers strive to create unique and memorable environments. A trend toward the goal is to emphasize decorative elements increasing store complexity, however, how such elevated store complexity would contribute to consumer response is yet to be explored. This study investigates the effect of visual complexity in a fashion store on affective/behavioral responses using self-report and psychophysiological measures. The findings provide novel understanding of the effects of the store’s visual complexity to consumers.
Effects of Detail and Navigability on Size Perception in Virtual Envrionments
Reza Sadeghi and So-Yeon Yoon
The International Journal of Architectonic, Spatial, and Environmental Design 10(3), pp 17-26.
Nonverbal Synchrony in Virtual Reality
Again, Together: Socially Reliving Virtual Reality Experiences When Separated
Cheng Yao Wang, Mose Sakashita, Upol Ehsan, Jingjin Li, Andrea Stevenson Won
Proceedings of CHI 2020
Curating a Decolonial XR FutureMuseum: An Exercise in Speculative Architecture
Tao Leigh Goffe
Extending reality and using mixed media this project meditates on the uses of virtual reality, augmented reality, and gaming to code and theorize a virtual museum in the future, the year 2350. In development as part of the Milstein Summer Program, we will work with students to ask in what ways video games offer a portal into another cosmology, another universe? In doing so we will redefine the intersection of artifact, art, archive, and metadata amplified by the virtual.
Ready Student One: Exploring the Predictors of Student Learning in Virtual Reality
Jack Madden, Swati Pandita, Jon P. Schuldt, Byoungdoo Kim, Andrea Stevenson Won, N. G. Holmes
PLoS one 15(3)
Supporting Self-Injury Recovery: The Potential for Virtual Reality Intervention
Kaylee Payne Kruzan, Janis Whitlock, Natalya N. Bazarova, Katherine D. Miller, Julia Chapman, Andrea Stevenson Won
Proceedings of CHI 2020
Virtual Environments for Design Research: Lessons Learned Use of Fully Immersive Virtual Reality in Interior Design Research
Comparing physiological responses during cognitive tests in virtual environments vs. in identical real-world environments
Saleh Kalantari, James D. Rounds, Julia Kan, Vidushi Tripathi, Jesus G. Cruz-Garza
Scientific Reports, 2021
Immersive virtual environments (VEs) are increasingly used to evaluate human responses to design variables. VEs provide a tremendous capacity to isolate and readily adjust specific features of an architectural or product design. They also allow researchers to safely and effectively measure performance factors and physiological responses. However, the success of this form of design-testing depends on the generalizability of response measurements between VEs and real-world contexts.
EEG-based Investigation of the Impact of Classroom Design on Cognitive Performance of Students
Jesus G. Cruz-Garza, Michael Darfler, James D. Rounds, Elita Gao, Saleh Kalantari
ArXiv Pre-Print, 2021
This study investigated the neural dynamics associated with short-term exposure to different virtual classroom designs with different window placement and room dimension. Participants engaged in five brief cognitive tasks in each design condition including the Stroop Test, the Digit Span Test, the Benton Test, a Visual Memory Test, and an Arithmetic Test. Performance on the cognitive tests and Electroencephalogram (EEG) data were analyzed by contrasting various classroom design conditions. The cognitive-test-performance results showed no significant differences related to the architectural design features studied. We computed frequency band-power and connectivity EEG features to identify neural patterns associated to environmental conditions. A leave one out machine learning classification scheme was implemented to assess the robustness of the EEG features, with the classification accuracy evaluation of the trained model repeatedly performed against an unseen participant's data. The classification results located consistent differences in the EEG features across participants in the different classroom design conditions, with a predictive power that was significantly higher compared to a baseline classification learning outcome using scrambled data. These findings were most robust during the Visual Memory Test, and were not found during the Stroop Test and the Arithmetic Test. The most discriminative EEG features were observed in bilateral occipital, parietal, and frontal regions in the theta and alpha frequency bands.
Evaluating Wayfinding Designs in Healthcare Settings through EEG Data and Virtual Response Testing
Saleh Kalantari, Vidushi Tripathi, James D. Rounds, Armin Mostafavi, Robin Snell, Jesus G. Cruz-Garza
BioArXiv Preprint, 2021
Wayfinding difficulties in healthcare facilities have been shown to increase anxiety among patients and visitors and reduce staff operational efficiency. Wayfinding-oriented interior design features have proven beneficial, but the evaluation of their performance is hindered by the unique nature healthcare facilities and the expense of testing different navigational aids. This study implemented a virtual-reality testing platform to evaluate the effects of different signage and interior hospital design conditions during navigational tasks; evaluated through behavioral responses and mobile EEG. The results indicated that using color to highlight destinations and increase the contrast of wayfinding information yielded significant benefits when combined with wayfinding-oriented environmental affordances.