Searcharxiv⌕ Search

arXiv subjects

Maria Gorlatova

Publications and source records attributed to Maria Gorlatova.

32 records · Page 2Linked to original sources

Say It, See It: A Systematic Evaluation on Speech-Based 3D Content Generation Methods in Augmented Reality

As augmented reality (AR) applications increasingly require 3D content, generative pipelines driven by natural input such as speech offer an alternative to manual asset creation. In this work, we design a modular, edge-assisted architecture that supports both direct text-to-3D and text-image-to-3D pathways, enabling interchangeable integration of state-of-the-art components and systematic comparison of their performance in AR settings. Using this architecture, we implement and evaluate four representative pipelines through an IRB-approved user study with 11 participants, assessing six perceptual and usability metrics across three object prompts. Overall, text-image-to-3D pipelines deliver higher generation quality: the best-performing pipeline, which used FLUX for image generation and Trellis for 3D generation, achieved an average satisfaction score of 4.55 out of 5 and an intent alignment score of 4.82 out of 5. In contrast, direct text-to-3D pipelines excel in speed, with the fastest, Shap-E, completing generation in about 20 seconds. Our results suggest that perceptual quality has a greater impact on user satisfaction than latency, with users tolerating longer generation times when output quality aligns with expectations. We complement subjective ratings with system-level metrics and visual analysis, providing practical insights into the trade-offs of current 3D generation methods for real-world AR deployment.

cs.HC↗

XR Reality Check: What Commercial Devices Deliver for Spatial Tracking

Inaccurate spatial tracking in extended reality (XR) devices leads to virtual object jitter, misalignment, and user discomfort, fundamentally limiting immersive experiences and natural interactions. In this work, we introduce a novel testbed that enables simultaneous, synchronized evaluation of multiple XR devices under identical environmental and kinematic conditions. Leveraging this platform, we present the first comprehensive empirical benchmarking of five state-of-the-art XR devices across 16 diverse scenarios. Our results reveal substantial intra-device performance variation, with individual devices exhibiting up to 101\% increases in error when operating in featureless environments. We also demonstrate that tracking accuracy strongly correlates with visual conditions and motion dynamics. We also observe significant inter-device disparities, with performance differences of up to 2.8$\times$, which are closely linked to hardware specifications such as sensor configurations and dedicated processing units. Finally, we explore the feasibility of substituting a motion capture system with the Apple Vision Pro as a practical ground truth reference. While the Apple Vision Pro delivers highly accurate relative pose error estimates ($R^2 = 0.830$), its absolute pose error estimation remains limited ($R^2 = 0.387$), highlighting both its potential and its constraints for rigorous XR evaluation. This work establishes the first standardized framework for comparative XR tracking evaluation, providing the research community with reproducible methodologies, comprehensive benchmark datasets, and open-source tools that enable systematic analysis of tracking performance across devices and conditions, thereby accelerating the development of more robust spatial sensing technologies for XR systems.

eess.SY↗

Advancing the Understanding and Evaluation of AR-Generated Scenes: When Vision-Language Models Shine and Stumble

Augmented Reality (AR) enhances the real world by integrating virtual content, yet ensuring the quality, usability, and safety of AR experiences presents significant challenges. Could Vision-Language Models (VLMs) offer a solution for the automated evaluation of AR-generated scenes? Could Vision-Language Models (VLMs) offer a solution for the automated evaluation of AR-generated scenes? In this study, we evaluate the capabilities of three state-of-the-art commercial VLMs -- GPT, Gemini, and Claude -- in identifying and describing AR scenes. For this purpose, we use DiverseAR, the first AR dataset specifically designed to assess VLMs' ability to analyze virtual content across a wide range of AR scene complexities. Our findings demonstrate that VLMs are generally capable of perceiving and describing AR scenes, achieving a True Positive Rate (TPR) of up to 93% for perception and 71% for description. While they excel at identifying obvious virtual objects, such as a glowing apple, they struggle when faced with seamlessly integrated content, such as a virtual pot with realistic shadows. Our results highlight both the strengths and the limitations of VLMs in understanding AR scenarios. We identify key factors affecting VLM performance, including virtual content placement, rendering quality, and physical plausibility. This study underscores the potential of VLMs as tools for evaluating the quality of AR experiences.

cs.CV↗

SiTAR: Situated Trajectory Analysis for In-the-Wild Pose Error Estimation

Virtual content instability caused by device pose tracking error remains a prevalent issue in markerless augmented reality (AR), especially on smartphones and tablets. However, when examining environments which will host AR experiences, it is challenging to determine where those instability artifacts will occur; we rarely have access to ground truth pose to measure pose error, and even if pose error is available, traditional visualizations do not connect that data with the real environment, limiting their usefulness. To address these issues we present SiTAR (Situated Trajectory Analysis for Augmented Reality), the first situated trajectory analysis system for AR that incorporates estimates of pose tracking error. We start by developing the first uncertainty-based pose error estimation method for visual-inertial simultaneous localization and mapping (VI-SLAM), which allows us to obtain pose error estimates without ground truth; we achieve an average accuracy of up to 96.1% and an average F1 score of up to 0.77 in our evaluations on four VI-SLAM datasets. Next we present our SiTAR system, implemented for ARCore devices, combining a backend that supplies uncertainty-based pose error estimates with a frontend that generates situated trajectory visualizations. Finally, we evaluate the efficacy of SiTAR in realistic conditions by testing three visualization techniques in an in-the-wild study with 15 users and 13 diverse environments; this study reveals the impact both environment scale and the properties of surfaces present can have on user experience and task performance.

cs.HC↗

PrivaScissors: Enhance the Privacy of Collaborative Inference through the Lens of Mutual Information

Edge-cloud collaborative inference empowers resource-limited IoT devices to support deep learning applications without disclosing their raw data to the cloud server, thus preserving privacy. Nevertheless, prior research has shown that collaborative inference still results in the exposure of data and predictions from edge devices. To enhance the privacy of collaborative inference, we introduce a defense strategy called PrivaScissors, which is designed to reduce the mutual information between a model's intermediate outcomes and the device's data and predictions. We evaluate PrivaScissors's performance on several datasets in the context of diverse attacks and offer a theoretical robustness guarantee.

cs.CR↗

Ambient Intelligence for Next-Generation AR

Next-generation augmented reality (AR) promises a high degree of context-awareness - a detailed knowledge of the environmental, user, social and system conditions in which an AR experience takes place. This will facilitate both the closer integration of the real and virtual worlds, and the provision of context-specific content or adaptations. However, environmental awareness in particular is challenging to achieve using AR devices alone; not only are these mobile devices' view of an environment spatially and temporally limited, but the data obtained by onboard sensors is frequently inaccurate and incomplete. This, combined with the fact that many aspects of core AR functionality and user experiences are impacted by properties of the real environment, motivates the use of ambient IoT devices, wireless sensors and actuators placed in the surrounding environment, for the measurement and optimization of environment properties. In this book chapter we categorize and examine the wide variety of ways in which these IoT sensors and actuators can support or enhance AR experiences, including quantitative insights and proof-of-concept systems that will inform the development of future solutions. We outline the challenges and opportunities associated with several important research directions which must be addressed to realize the full potential of next-generation AR.

cs.HC↗

AdaptSLAM: Edge-Assisted Adaptive SLAM with Resource Constraints via Uncertainty Minimization

Edge computing is increasingly proposed as a solution for reducing resource consumption of mobile devices running simultaneous localization and mapping (SLAM) algorithms, with most edge-assisted SLAM systems assuming the communication resources between the mobile device and the edge server to be unlimited, or relying on heuristics to choose the information to be transmitted to the edge. This paper presents AdaptSLAM, an edge-assisted visual (V) and visual-inertial (VI) SLAM system that adapts to the available communication and computation resources, based on a theoretically grounded method we developed to select the subset of keyframes (the representative frames) for constructing the best local and global maps in the mobile device and the edge server under resource constraints. We implemented AdaptSLAM to work with the state-of-the-art open-source V- and VI-SLAM ORB-SLAM3 framework, and demonstrated that, under constrained network bandwidth, AdaptSLAM reduces the tracking error by 62% compared to the best baseline method.

eess.SY↗

UAV-assisted Online Machine Learning over Multi-Tiered Networks: A Hierarchical Nested Personalized Federated Learning Approach

We investigate training machine learning (ML) models across a set of geo-distributed, resource-constrained clusters of devices through unmanned aerial vehicles (UAV) swarms. The presence of time-varying data heterogeneity and computational resource inadequacy among device clusters motivate four key parts of our methodology: (i) stratified UAV swarms of leader, worker, and coordinator UAVs, (ii) hierarchical nested personalized federated learning (HN-PFL), a distributed ML framework for personalized model training across the worker-leader-core network hierarchy, (iii) cooperative UAV resource pooling to address computational inadequacy of devices by conducting model training among the UAV swarms, and (iv) model/concept drift to model time-varying data distributions. In doing so, we consider both micro (i.e., UAV-level) and macro (i.e., swarm-level) system design. At the micro-level, we propose network-aware HN-PFL, where we distributively orchestrate UAVs inside swarms to optimize energy consumption and ML model performance with performance guarantees. At the macro-level, we focus on swarm trajectory and learning duration design, which we formulate as a sequential decision making problem tackled via deep reinforcement learning. Our simulations demonstrate the improvements achieved by our methodology in terms of ML performance, network resource savings, and swarm trajectory efficiency.

cs.LG↗

VR Viewport Pose Model for Quantifying and Exploiting Frame Correlations

The importance of the dynamics of the viewport pose, i.e., the location and the orientation of users' points of view, for virtual reality (VR) experiences calls for the development of VR viewport pose models. In this paper, informed by our experimental measurements of viewport trajectories across 3 different types of VR interfaces, we first develop a statistical model of viewport poses in VR environments. Based on the developed model, we examine the correlations between pixels in VR frames that correspond to different viewport poses, and obtain an analytical expression for the visibility similarity (ViS) of the pixels across different VR frames. We then propose a lightweight ViS-based ALG-ViS algorithm that adaptively splits VR frames into the background and the foreground, reusing the background across different frames. Our implementation of ALG-ViS in two Oculus Quest 2 rendering systems demonstrates ALG-ViS running in real time, supporting the full VR frame rate, and outperforming baselines on measures of frame quality and bandwidth consumption.

eess.SY↗

Here To Stay: Measuring Hologram Stability in Markerless Smartphone Augmented Reality

Markerless augmented reality (AR) has the potential to provide engaging experiences and improve outcomes across a wide variety of industries; the overlaying of virtual content, or holograms, onto a view of the real world without the need for predefined markers provides great convenience and flexibility. However, unwanted hologram movement frequently occurs in markerless smartphone AR due to challenging visual conditions or device movement, and resulting error in device pose tracking. We develop a method for measuring hologram positional errors on commercial smartphone markerless AR platforms, implement it as an open-source AR app, HoloMeasure, and use the app to conduct systematic quantitative characterizations of hologram stability across 6 different user actions, 3 different smartphone models, and over 200 different environments. Our study demonstrates significant levels of spatial instability in holograms in all but the simplest settings, and underscores the need for further enhancements to pose tracking algorithms for smartphone-based markerless AR.

cs.HC↗

Characterizing Task Completion Latencies in Fog Computing

Fog computing, which distributes computing resources to multiple locations between the Internet of Things (IoT) devices and the cloud, is attracting considerable attention from academia and industry. Yet, despite the excitement about the potential of fog computing, few comprehensive quantitative characteristics of the properties of fog computing architectures have been conducted. In this paper we examine the properties of task completion latencies in fog computing. First, we present the results of our empirical benchmarking-based study of task completion latencies. The study covered a range of settings, and uniquely considered both traditional and serverless fog computing execution points. It demonstrated the range of execution point characteristics in different locations and the relative stability of latency characteristics for a given location. It also highlighted properties of serverless execution that are not incorporated in existing fog computing algorithms. Second, we present a framework we developed for co-optimizing task completion quality and latency, which was inspired by the insights of our empirical study. We describe fog computing task assignment problems we formulated under this framework, and present the algorithms we developed for solving them.

cs.DC↗

Virtualized Control over Fog: Interplay Between Reliability and Latency

This paper introduces an analytical framework to investigate optimal design choices for the placement of virtual controllers along the cloud-to-things continuum. The main application scenarios include low-latency cyber-physical systems in which real-time control actions are required in response to the changes in states of an IoT node. In such cases, deploying controller software on a cloud server is often not tolerable due to delay from the network edge to the cloud. Hence, it is desirable to trade reliability with latency by moving controller logic closer to the network edge. Modeling the IoT node as a dynamical system that evolves linearly in time with quadratic penalty for state deviations, recursive expressions for the optimum control policy and the resulting minimum cost value are obtained by taking virtual fog controller reliability and response time latency into account. Our results indicate that latency is more critical than reliability in provisoning virtualized control services over fog endpoints, as it determines the swiftness of the fog control system as well as the timeliness of state measurements. Based on a realistic drone trajectory tracking model, an extensive simulation study is also performed to illustrate the influence of reliability and latency on the control of autonomous vehicles over fog.

cs.IT↗

Project-based Learning within a Large-Scale Interdisciplinary Research Effort

The modern engineering landscape increasingly requires a range of skills to successfully integrate complex systems. Project-based learning is used to help students build professional skills. However, it is typically applied to small teams and small efforts. This paper describes an experience in engaging a large number of students in research projects within a multi-year interdisciplinary research effort. The projects expose the students to various disciplines in Computer Science (embedded systems, algorithm design, networking), Electrical Engineering (circuit design, wireless communications, hardware prototyping), and Applied Physics (thin-film battery design, solar cell fabrication). While a student project is usually focused on one discipline area, it requires interaction with at least two other areas. Over 5 years, 180 semester-long projects have been completed. The students were a diverse group of high school, undergraduate, and M.S. Computer Science, Computer Engineering, and Electrical Engineering students. Some of the approaches that were taken to facilitate student learning are real-world system development constraints, regular cross-group meetings, and extensive involvement of Ph.D. students in student mentorship and knowledge transfer. To assess the approaches, a survey was conducted among the participating students. The results demonstrate the effectiveness of the approaches. For example, 70% of the students surveyed indicated that working on their research project improved their ability to function on multidisciplinary teams more than coursework, internships, or any other activity.

cs.CY↗

Movers and Shakers: Kinetic Energy Harvesting for the Internet of Things

Numerous energy harvesting wireless devices that will serve as building blocks for the Internet of Things (IoT) are currently under development. However, there is still only limited understanding of the properties of various energy sources and their impact on energy harvesting adaptive algorithms. Hence, we focus on characterizing the kinetic (motion) energy that can be harvested by a wireless node with an IoT form factor and on developing energy allocation algorithms for such nodes. In this paper, we describe methods for estimating harvested energy from acceleration traces. To characterize the energy availability associated with specific human activities (e.g., relaxing, walking, cycling), we analyze a motion dataset with over 40 participants. Based on acceleration measurements that we collected for over 200 hours, we study energy generation processes associated with day-long human routines. We also briefly summarize our experiments with moving objects. We develop energy allocation algorithms that take into account practical IoT node design considerations, and evaluate the algorithms using the collected measurements. Our observations provide insights into the design of motion energy harvesters, IoT nodes, and energy harvesting adaptive algorithms.

cs.ET↗