Birgit Nierula, Karam Tomotaki-Dawoud, Mert Akguel +5cs.CV cs.HC
Head-mounted displays (HMDs) fundamentally limit emotion recognition in virtual reality (VR): by occluding the upper face, they render conventional image-based facial expression analysis incomplete, particularly for applications requiring real-time affective assessment. We address this challenge by fusing lower-face video with facial electromyography (EMG) from the occluded upper face to classify seven emotional categories (six basic emotions plus neutral). We introduce a synchronized multimodal dataset from 20 participants, pairing lower-face video with seven-channel upper-face EMG elicited by validated emotion stimuli. Under subject-independent test, our proposed late-fusion architecture merging convolutional visual embeddings with RBF-kernel EMG representations achieves 51% macro-F1, outperforming both image-only (41%) and EMG-only (43%) baselines. These results demonstrate that upper-face EMG provides robust complementary information under HMD-induced visual occlusion and establish a foundation for multimodal emotion recognition in naturalistic VR environments. This approach facilitates affect-adaptive applications, including communication training and therapeutic interventions. The dataset will be shared upon request under an ethical-use agreement.
Nipa Anjum, Md Irfan Pavel, Robert Gonzalez +4cs.HC cs.AI cs.LG
Ensuring a safe virtual reality (VR) experience requires systems that can predict and respond when users lose their balance. Although prior work has examined fall prediction and motion sickness, many approaches are regression-based and postural state classification remains less explored. This study compares machine learning (ML) and deep learning (DL) models for classifying postural states in VR under visual perturbations. We used a multimodal dataset containing kinematic, electromyographic (EMG), and electrodermal activity (EDA) signals. The data were prepared for a binary task to distinguish balanced from imbalanced postural states, and participant-wise downsampling addressed class imbalance. All models were evaluated with Leave-One-Participant-Out (LOPO) cross-validation to test generalization to unseen participants. Among the models, the Mamba-inspired CNN (MI-CNN) achieved the highest accuracy of 96.76%. SHapley Additive exPlanations (SHAP) analysis improved interpretability and identified the most influential classification factors. The SHAP results showed that kinematic features were dominant, indicating that body-motion patterns are informative for detecting imbalance in VR. We also evaluated MI-CNN using only the top two-thirds of features ranked by SHAP importance. Despite a 33% reduction in input dimensionality, the model maintained performance, achieving 0.957 accuracy and 0.957 F1-score, with about a 1% decrease compared with the full-feature model. These findings suggest that multimodal sensing, temporal deep learning, and explainable AI can support reliable classification of balance-related instability in VR. Accurate recognition of imbalanced postural states may raise awareness of fall risk and guide safer, adaptive VR systems that respond to instability while improving user safety and experience. Code is available at: https://github.com/NipaAnjum/MI-CNN.
The convergence of the Metaverse and Large Language Model (LLM)-based AI agent is catalyzing a shift toward autonomous, immersive, and personalized pedagogical frameworks in medical education. This paper presents a novel agentic AI-driven immersive simulation specifically designed for High Dose Rate (HDR) vaginal cylinder (VC) brachytherapy in cancer care. By integrating Virtual Reality (VR) and mobile computing, the system establishes a high-fidelity, risk-free environment that allows trainees to master complex procedural skills without the facility or safety constraints posed by physical anatomy or live radioactive sources. A core contribution of this work is the seamless integration of a knowledge-aware assistant leveraging Retrieval-Augmented Generation (RAG) to ground agent interactions in authoritative clinical guidelines. This architecture also enables an interactive agent to provide natural language interfaces and hands-free, real-time guidance during intricate medical maneuvers. We validate the proposed system through a prototype deployment comprising a Meta Quest 3 interface linked to a local GPU-accelerated AI backend, demonstrating a feasible architecture for HDR brachytherapy simulation. Experimental results indicate that the system maintains suitable end-to-end latency and high context precision, answer completeness, and relevance in the RAG-enhanced pedagogical support.
Sandra C. Sandoval, Navita Goyal, Rashawn Ray +3cs.CY cs.AI cs.CL
Against the backdrop of violence in police interactions with the U.S. public, we explore how deferentially police officers speak to virtual characters depicted as Black adult males in vir- tual reality (VR) simulations. We evaluate the effect of seeing and communicating with these characters through a causal in- ference lens, where the assignment of the Black man character to a police officer and simulation is the treatment variable. Our (marginal) average treatment effect AT E measures the social impact of the character on the deference of officer statements with each turn of the conversation. Soberingly, we find that most officers speak less deferentially to Black man characters, except for White, biracial, and multiracial female officers, es- pecially in settings where the VR character was known to be a suspect. Across a full conversation of a typical VR scene, these marginal AT Es can result in notable changes in def- erence of tone (two to several points difference on a scale of 0-10), above and beyond that due to the initial effect of per- ceiving a Black male character. Even more disconcerting is that this can contribute to conversation breakdowns that po- tentially result in violence or danger to both the public and the police. We also explored the capabilities of large language models (LLMs) for ATE estimation. From our methods com- parison analysis, including model validation against synthetic data, we provide unique scientific insights on LLM-assisted methodologies for ATE estimation. As such, for ATE esti- mation with multilevel data with text, we recommend mixed effects models with the inverse propensity treatment weighted (iptw) approach, which utilized an LLM for text feature cre- ation. While we also tested LLMs for finetuning prediction models ultimately for ATE estimation, we conclude they are an area for further development and refinement.
Husanpreet Singh, Robert Tran, Ayushree Kharel +1cs.CV
Virtual reality (VR) headsets (e.g., Meta Quest, Apple Vision Pro) provide a seamless user experience due to their fast, frictionless interaction with the physical world in a simulated environment. User authentication relies on biometric cues such as iris in such headsets. However, traditional iris recognition protocols may not be adequate in cases of unconstrained acquisition, which is typical of VR-based data. In this work, we examine three crucial aspects: (1) evaluating ISO/IEC 29794-6 iris quality metrics on VRBiom dataset and analyzing their limitations, (2) addressing data-specific challenges such as off-axis gaze, non-uniform illumination, and specular reflection using generative models, and (3) performing unimodal (iris, periocular) recognition and multimodal score-level fusion (iris + periocular). We observe that some metrics (e.g., margin adequacy) fail on VR-acquired data; whereas, image adjustments primarily benefit periocular recognition, and multimodal fusion lowers EER by ~11% over unimodal iris recognition performance. We will release the evaluation scripts upon acceptance for reproducibility.
Nicolas Kosanovic, Jordan Dowdy, Jean Chagas Vazcs.RO cs.HC cs.LG
Full-sized humanoid robot capabilities have grown exponentially in recent years, aiming towards general-purpose deployment in human environments. A popular control method used by manufacturers utilizes Virtual Reality for upper-body teleoperation and Reinforcement Learning for lower-body balance and locomotion control. As a result, a single remote operator can see, manipulate, and navigate about a real, distant physical environment. This powerful control stack is often relegated to expensive full-sized robots, many of which are inaccessible to the research community. Miniature humanoids are more prevalent, but employ less biomimicry in their design (e.g. fewer sensors, Degrees of Freedom, etc) and lack similar developments. This paper describes a compliant full-body telepresence control stack developed from the ground up for miniature humanoids. Framework experimentation on ROBOTIS OP3 hardware showcases walking at speeds up to 0.45 m/s independent of arm motions. Tele-loco-manipulation is demonstrated via a cube relocation experiment with an expert human operator. On average, the teleoperated system moved 2 different 40 g cubes within 10 mins, walking a total distance of 5 m. Overall, the developed system shows potential for miniature humanoid tele-loco-manipulation.
Mohammad Eskandari, Murali Krishna Varma Indukuri, Stephanie M. Lukin +1cs.RO cs.AI cs.CV
In high-risk environments such as disaster response, situational awareness depends not only on detecting hazards but also on communicating them clearly to human operators. Vision Language Models (VLMs) have shown strong potential for scene understanding in safety-critical settings, yet their value as part of human-facing robotic systems remains underexplored. We present a VR-based Human Robot Interaction framework for studying how VLM-assisted robots can support situational awareness in simulated hazardous environments. In our system, a robot explores a virtual scene and queries a VLM to identify potential hazards and annotate user-facing points of interest. These annotations are presented to a human operator through an immersive VR interface. This framework enables controlled evaluation of both robotic hazard identification and the communication of safety-critical information to users. Results from our study indicate that the annotated VR interface was preferred over the unannotated baseline and that participants reported high clarity, usefulness, and comfort when interacting with the system. These findings suggest that combining VLM-based robotic perception with immersive visualization is a promising approach for supporting situational awareness in hazardous settings.
This paper addresses the problem of omnidirectional video interpolation, which plays an essential role in applications such as virtual reality and immersive video enhancement. Existing video interpolation methods are not well-suited for spherical videos, as they have difficulty handling severe distortions close to the poles. To address this issue, we propose SVI360, a dual-branch framework that combines the image frame and its rotated orthogonal view to deal with these distortions. The core methodological aspect of the approach is to reinforce equivariance of the flow displacements between the original and orthogonal views to improve intermediate frame prediction. Experiments show that our method outperforms state-of-the-art approaches in interpolation quality while maintaining accurate optical flow in four different public benchmarks. Code and pre-trained models are available at: https://icb-vision-ai.github.io/video360_interpolation/
Creating 3D assets for virtual reality requires modeling expertise, which restricts the authorship of immersive experiences. Existing generative AI tools rely on unconstrained, command-driven prompting, lacking the conversational scaffolding needed for users to articulate their intent and validate designs prior to rendering. To address this, we introduce CoGen3D, an agentic human-AI co-design pipeline that proactively guides users through conversational intent elicitation, a concept image confirmation, and image-to-3D generation that directly deploys to immersive scenes. We evaluated this system through a user study (N=120) across six affectively diverse immersive scenes, observing 60 Design group participants who co-created 3D assets for the scenes, and 60 Validation group participants who experienced the scenes with generated assets. Our findings show that co-designed assets are associated with higher scene engagement and shifted affective responses, while participants generally preferred concept images over the final 3D assets, with no increased leniency toward degradation in their own creations. Analysis of the human-AI conversations further shows that target environments shape users' conversational patterns. Our results suggest that our staged, intent-based co-design can democratize virtual reality authoring and shift immersive content creation from technical execution toward collaborative spatial design.
Significant advancement of immersive technologies such as Virtual and Augmented Reality (VR/AR) and their integration into diverse aspects of modern life need authentication interfaces that are secure, intuitive, and compatible with embodied interaction. Traditional methods such as passwords, PINs, and device-based logins, break immersion and rely on external hardware. Recent 3D-specific behavioral approaches, such as hand-gesture, eye-tracking, and electroencephalography (EEG)-based methods, offer promising alternatives but often require specialized sensors or constrain natural movement, limiting usability in dynamic environments. We present Sign in the Air to Unlock, an in-air signature interface that enables users to authenticate by signing naturally in 3D space which is a familiar, personal, and reproducible gesture. To realize this interface, we design a point-voxel Cross-Attention Network (PV-Net) that jointly models local motion dynamics and global spatial structure from 3D trajectories. The model is evaluated on two datasets: the public DeepAirSig dataset (1,800 signatures from 40 users) and ImmAirsig, a new dataset collected using Meta Quest 2 in immersive VR (880 samples from 22 users). PV-Net achieves an Equal Error Rate of 2.5% on DeepAirSig and 76% classification accuracy on ImmAirSig. These findings highlight the potential of 3D behavioral interfaces for seamless, user-centric authentication that merges security with natural interaction in immersive environments.
Understanding human states and interaction dynamics is a core goal of human-computer interaction (HCI). As interaction paradigms become more immersive, virtual reality (VR) has emerged as a powerful platform for studying collaborative work. In such settings, evaluating team collaboration states, including team performance and team resilience, requires continuous and reliable inference of latent team-level cognitive and affective states from multi-modal sensor data, such as speech signals. However, generating ground truth labels for these latent states remains challenging due to sensor-induced noise, contextual variability, and sparse expert annotations. Traditional self-reporting approaches provide only static and delayed measurements and are therefore insufficient for capturing dynamic team processes reflected in continuous speech data. In this work, we propose a large language model (LLM)-driven, agentic inference workflow for automated emotion-related synthetic ground truth generation from streaming speech data in multi-user VR environments. Leveraging the generalization capabilities of LLMs, we use In-Context Learning (ICL) with few-shot demonstrations of paired audio-based samples and their corresponding transcriptions. ICL tends to achieve task adaptation comparable to model fine-tuning while circumventing the computational overhead of parameter updates. To construct informative and robust in-context prompts, we adopt a retrieval-based selection strategy that dynamically identifies relevant audio demonstrations based on similarity in the acoustic feature space.
Raj Kumar Ranabhat, Tayler D Ross, Tony Jiao +3cs.CV
Surgical training involves didactic teaching, mentor-led learning, surgical skills laboratories, and direct exposure to surgery; however, increasing clinical pressures have limited operating room (OR) exposure. This work leverages virtual reality (VR) to provide a safe and immersive training environment. Existing VR training is often based on standardized scenarios not tailored to individual clinical cases. This study addresses this limitation using artificial intelligence (AI) based computer vision methods to generate patient-specific simulations from computed tomography (CT) and magnetic resonance imaging (MRI). This study focuses on patient-specific spinal decompression simulation for spinal stenosis in a virtual operating room. The objectives were (1) automatic creation of 3D anatomical models and (2) VR simulation of spinal decompression procedures including laminectomy, disc resection, and foraminotomy. Model construction required multimodal fusion (registration) of CT and MRI and segmentation of relevant structures. Segmentation was evaluated using the Dice Similarity Coefficient (DSC), and registration accuracy using Target Registration Error (TRE). Qualitative feedback was obtained from surgeons and trainees. High-fidelity patient-specific 3D models were generated efficiently (approximately 2.5 minutes per case, N = 15). Segmentation accuracy was high, with a DSC of 0.95 (+/- 0.03) for vertebral bone and 0.895 (+/- 0.02) for soft tissue structures. Registration accuracy showed a mean TRE of 1.73 (+/- 0.42) mm. Semi-structured interviews indicated improved spatial understanding, increased procedural confidence, and strong perceived educational value. This platform significantly reduced the time and costs of patient-specific modelling, thereby facilitating pre-operative planning, post-procedural assessments, and comprehensive surgical simulation.