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Mar Gonzalez-Franco

Publications and source records attributed to Mar Gonzalez-Franco.

31 records · Page 2Linked to original sources

Text Entry for XR Trove (TEXT): Collecting and Analyzing Techniques for Text Input in XR

Text entry for extended reality (XR) is far from perfect, and a variety of text entry techniques (TETs) have been proposed to fit various contexts of use. However, comparing between TETs remains challenging due to the lack of a consolidated collection of techniques, and limited understanding of how interaction attributes of a technique (e.g., presence of visual feedback) impact user performance. To address these gaps, this paper examines the current landscape of XR TETs by creating a database of 176 different techniques. We analyze this database to highlight trends in the design of these techniques, the metrics used to evaluate them, and how various interaction attributes impact these metrics. We discuss implications for future techniques and present TEXT: Text Entry for XR Trove, an interactive online tool to navigate our database.

cs.HC↗

PinchCatcher: Enabling Multi-selection for Gaze+Pinch

This paper investigates multi-selection in XR interfaces based on eye and hand interaction. We propose enabling multi-selection using different variations of techniques that combine gaze with a semi-pinch gesture, allowing users to select multiple objects, while on the way to a full-pinch. While our exploration is based on the semi-pinch mode for activating a quasi-mode, we explore four methods for confirming subselections in multi-selection mode, varying in effort and complexity: dwell-time (SemiDwell), swipe (SemiSwipe), tilt (SemiTilt), and non-dominant hand input (SemiNDH), and compare them to a baseline technique. In the user study, we evaluate their effectiveness in reducing task completion time, errors, and effort. The results indicate the strengths and weaknesses of each technique, with SemiSwipe and SemiDwell as the most preferred methods by participants. We also demonstrate their utility in file managing and RTS gaming application scenarios. This study provides valuable insights to advance 3D input systems in XR.

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EmBARDiment: an Embodied AI Agent for Productivity in XR

XR devices running chat-bots powered by Large Language Models (LLMs) have the to become always-on agents that enable much better productivity scenarios. Current screen based chat-bots do not take advantage of the the full-suite of natural inputs available in XR, including inward facing sensor data, instead they over-rely on explicit voice or text prompts, sometimes paired with multi-modal data dropped as part of the query. We propose a solution that leverages an attention framework that derives context implicitly from user actions, eye-gaze, and contextual memory within the XR environment. Our work minimizes the need for engineered explicit prompts, fostering grounded and intuitive interactions that glean user insights for the chat-bot.

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Everyday AR through AI-in-the-Loop

This workshop brings together experts and practitioners from augmented reality (AR) and artificial intelligence (AI) to shape the future of AI-in-the-loop everyday AR experiences. With recent advancements in both AR hardware and AI capabilities, we envision that everyday AR -- always-available and seamlessly integrated into users' daily environments -- is becoming increasingly feasible. This workshop will explore how AI can drive such everyday AR experiences. We discuss a range of topics, including adaptive and context-aware AR, generative AR content creation, always-on AI assistants, AI-driven accessible design, and real-world-oriented AI agents. Our goal is to identify the opportunities and challenges in AI-enabled AR, focusing on creating novel AR experiences that seamlessly blend the digital and physical worlds. Through the workshop, we aim to foster collaboration, inspire future research, and build a community to advance the research field of AI-enhanced AR.

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PARSE-Ego4D: Personal Action Recommendation Suggestions for Egocentric Videos

Intelligent assistance involves not only understanding but also action. Existing ego-centric video datasets contain rich annotations of the videos, but not of actions that an intelligent assistant could perform in the moment. To address this gap, we release PARSE-Ego4D, a new set of personal action recommendation annotations for the Ego4D dataset. We take a multi-stage approach to generating and evaluating these annotations. First, we used a prompt-engineered large language model (LLM) to generate context-aware action suggestions and identified over 18,000 action suggestions. While these synthetic action suggestions are valuable, the inherent limitations of LLMs necessitate human evaluation. To ensure high-quality and user-centered recommendations, we conducted a large-scale human annotation study that provides grounding in human preferences for all of PARSE-Ego4D. We analyze the inter-rater agreement and evaluate subjective preferences of participants. Based on our synthetic dataset and complete human annotations, we propose several new tasks for action suggestions based on ego-centric videos. We encourage novel solutions that improve latency and energy requirements. The annotations in PARSE-Ego4D will support researchers and developers who are working on building action recommendation systems for augmented and virtual reality systems.

cs.CV↗

Geometry Fidelity for Spherical Images

Spherical or omni-directional images offer an immersive visual format appealing to a wide range of computer vision applications. However, geometric properties of spherical images pose a major challenge for models and metrics designed for ordinary 2D images. Here, we show that direct application of Fréchet Inception Distance (FID) is insufficient for quantifying geometric fidelity in spherical images. We introduce two quantitative metrics accounting for geometric constraints, namely Omnidirectional FID (OmniFID) and Discontinuity Score (DS). OmniFID is an extension of FID tailored to additionally capture field-of-view requirements of the spherical format by leveraging cubemap projections. DS is a kernel-based seam alignment score of continuity across borders of 2D representations of spherical images. In experiments, OmniFID and DS quantify geometry fidelity issues that are undetected by FID.

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Hovering Over the Key to Text Input in XR

Virtual, Mixed, and Augmented Reality (XR) technologies hold immense potential for transforming productivity beyond PC. Therefore there is a critical need for improved text input solutions for XR. However, achieving efficient text input in these environments remains a significant challenge. This paper examines the current landscape of XR text input techniques, focusing on the importance of keyboards (both physical and virtual) as essential tools. We discuss the unique challenges and opportunities presented by XR, synthesizing key trends from existing solutions.

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Two-In-One: A Design Space for Mapping Unimanual Input into Bimanual Interactions in VR for Users with Limited Movement

Virtual Reality (VR) applications often require users to perform actions with two hands when performing tasks and interacting with objects in virtual environments. Although bimanual interactions in VR can resemble real-world interactions -- thus increasing realism and improving immersion -- they can also pose significant accessibility challenges to people with limited mobility, such as for people who have full use of only one hand. An opportunity exists to create accessible techniques that take advantage of users' abilities, but designers currently lack structured tools to consider alternative approaches. To begin filling this gap, we propose Two-in-One, a design space that facilitates the creation of accessible methods for bimanual interactions in VR from unimanual input. Our design space comprises two dimensions, bimanual interactions and computer assistance, and we provide a detailed examination of issues to consider when creating new unimanual input techniques that map to bimanual interactions in VR. We used our design space to create three interaction techniques that we subsequently implemented for a subset of bimanual interactions and received user feedback through a video elicitation study with 17 people with limited mobility. Our findings explore complex tradeoffs associated with autonomy and agency and highlight the need for additional settings and methods to make VR accessible to people with limited mobility.

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Diffuse, Attend, and Segment: Unsupervised Zero-Shot Segmentation using Stable Diffusion

Producing quality segmentation masks for images is a fundamental problem in computer vision. Recent research has explored large-scale supervised training to enable zero-shot segmentation on virtually any image style and unsupervised training to enable segmentation without dense annotations. However, constructing a model capable of segmenting anything in a zero-shot manner without any annotations is still challenging. In this paper, we propose to utilize the self-attention layers in stable diffusion models to achieve this goal because the pre-trained stable diffusion model has learned inherent concepts of objects within its attention layers. Specifically, we introduce a simple yet effective iterative merging process based on measuring KL divergence among attention maps to merge them into valid segmentation masks. The proposed method does not require any training or language dependency to extract quality segmentation for any images. On COCO-Stuff-27, our method surpasses the prior unsupervised zero-shot SOTA method by an absolute 26% in pixel accuracy and 17% in mean IoU. The project page is at \url{https://sites.google.com/view/diffseg/home}.

cs.CV↗

VALID: A perceptually validated Virtual Avatar Library for Inclusion and Diversity

As consumer adoption of immersive technologies grows, virtual avatars will play a prominent role in the future of social computing. However, as people begin to interact more frequently through virtual avatars, it is important to ensure that the research community has validated tools to evaluate the effects and consequences of such technologies. We present the first iteration of a new, freely available 3D avatar library called the Virtual Avatar Library for Inclusion and Diversity (VALID), which includes 210 fully rigged avatars with a focus on advancing racial diversity and inclusion. We present a detailed process for creating, iterating, and validating avatars of diversity. Through a large online study (n=132) with participants from 33 countries, we provide statistically validated labels for each avatar's perceived race and gender. Through our validation study, we also advance knowledge pertaining to the perception of an avatar's race. In particular, we found that avatars of some races were more accurately identified by participants of the same race.

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HapticBots: Distributed Encountered-type Haptics for VR with Multiple Shape-changing Mobile Robots

HapticBots introduces a novel encountered-type haptic approach for Virtual Reality (VR) based on multiple tabletop-size shape-changing robots. These robots move on a tabletop and change their height and orientation to haptically render various surfaces and objects on-demand. Compared to previous encountered-type haptic approaches like shape displays or robotic arms, our proposed approach has an advantage in deployability, scalability, and generalizability -- these robots can be easily deployed due to their compact form factor. They can support multiple concurrent touch points in a large area thanks to the distributed nature of the robots. We propose and evaluate a novel set of interactions enabled by these robots which include: 1) rendering haptics for VR objects by providing just-in-time touch-points on the user's hand, 2) simulating continuous surfaces with the concurrent height and position change, and 3) enabling the user to pick up and move VR objects through graspable proxy objects. Finally, we demonstrate HapticBots with various applications, including remote collaboration, education and training, design and 3D modeling, and gaming and entertainment.

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Assessing 3D scan quality in Virtual Reality through paired-comparisons psychophysics test

Consumer 3D scanners and depth cameras are increasingly being used to generate content and avatars for Virtual Reality (VR) environments and avoid the inconveniences of hand modeling; however, it is sometimes difficult to evaluate quantitatively the mesh quality at which 3D scans should be exported, and whether the object perception might be affected by its shading. We propose using a paired-comparisons test based on psychophysics of perception to do that evaluation. As psychophysics is not subject to opinion, skill level, mental state, or economic situation it can be considered a quantitative way to measure how people perceive the mesh quality. In particular, we propose using the psychophysical measure for the comparison of four different levels of mesh quality (1K, 5K, 10K and 20K triangles). We present two studies within subjects: in one we investigate the quality perception variations of seeing an object in a regular screen monitor against an stereoscopic Head Mounted Display (HMD); while in the second experiment we aim at detecting the effects of shading into quality perception. At each iteration of the pair-test comparisons participants pick the mesh that they think had higher quality; by the end of the experiment we compile a preference matrix. The matrix evidences the correlation between real quality and assessed quality. Regarding the shading mode, we find an interaction with quality and shading when the model has high definition. Furthermore, we assess the subjective realism of the most/least preferred scans using an Immersive Augmented Reality (IAR) video-see-through setup. Results show higher levels of realism were perceived through the HMD than when using a monitor, although the quality was similarly perceived in both systems.

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Immersive Augmented Reality Training for Complex Manufacturing Scenarios

In the complex manufacturing sector a considerable amount of resources are focused on developing new skills and training workers. In that context, increasing the effectiveness of those processes and reducing the investment required is an outstanding issue. In this paper we present an experiment that shows how modern Human Computer Interaction (HCI) metaphors such as collaborative mixed-reality can be used to transmit procedural knowledge and could eventually replace other forms of face-to-face training. We implement a real-time Immersive Augmented Reality (IAR) setup with see-through cameras that allows for collaborative interactions that can simulate conventional forms of training. The obtained results indicate that people who took the IAR training achieved the same performance than people in the conventional face-to-face training condition. These results, their implications for future training and the use of HCI paradigms in this context are discussed in this paper.

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