87 results on '"Robert Xiao"'
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2. Lies, Deceit, and Hallucinations: Player Perception and Expectations Regarding Trust and Deception in Games.
3. How We See Changes How We Feel: Investigating the Effect of Visual Point-of-View on Decision-Making in VR Environments.
4. Press A or Wave: User Expectations for NPC Interactions and Nonverbal Behaviour in Virtual Reality.
5. GestureCanvas: A Programming by Demonstration System for Prototyping Compound Freehand Interaction in VR.
6. Drifting Off in Paradise: Why People Sleep in Virtual Reality.
7. Streamlining Image Editing with Layered Diffusion Brushes.
8. Virtual Reality Telepresence: 360-Degree Video Streaming with Edge-Compute Assisted Static Foveated Compression.
9. SurfShare: Lightweight Spatially Consistent Physical Surface and Virtual Replica Sharing with Head-mounted Mixed-Reality.
10. How Should I Respond to 'Good Morning?': Understanding Choice in Narrative-Rich Games.
11. Learned Acoustic Reconstruction Using Synthetic Aperture Focusing.
12. The Reward for Luck: Understanding the Effect of Random Reward Mechanisms in Video Games on Player Experience.
13. Reducing the Latency of Touch Tracking on Ad-hoc Surfaces.
14. Diffusion Brush: A Latent Diffusion Model-based Editing Tool for AI-generated Images.
15. AutoDepthNet: High Frame Rate Depth Map Reconstruction using Commodity Depth and RGB Cameras.
16. FoldMold: Automating Papercraft for Fast DIY Casting of Scalable Curved Shapes.
17. PAIR: Phone as an Augmented Immersive Reality Controller.
18. VibroComm: Using Commodity Gyroscopes for Vibroacoustic Data Reception.
19. Phasking on Paper: Accessing a Continuum of PHysically Assisted SKetchING.
20. MeCap: Whole-Body Digitization for Low-Cost VR/AR Headsets.
21. LightAnchors: Appropriating Point Lights for Spatially-Anchored Augmented Reality Interfaces.
22. Deus EM Machina: On-Touch Contextual Functionality for Smart IoT Appliances.
23. SIGCHI Outstanding Dissertation Award: On-World Computing.
24. MRTouch: Adding Touch Input to Head-Mounted Mixed Reality.
25. ViBand: High-Fidelity Bio-Acoustic Sensing Using Commodity Smartwatch Accelerometers.
26. Advancing Hand Gesture Recognition with High Resolution Electrical Impedance Tomography.
27. CapCam: Enabling Rapid, Ad-Hoc, Position-Tracked Interactions Between Devices.
28. DIRECT: Making Touch Tracking on Ordinary Surfaces Practical with Hybrid Depth-Infrared Sensing.
29. Augmenting the Field-of-View of Head-Mounted Displays with Sparse Peripheral Displays.
30. Supporting Responsive Cohabitation Between Virtual Interfaces and Physical Objects on Everyday Surfaces.
31. EM-Sense: Touch Recognition of Uninstrumented, Electrical and Electromechanical Objects.
32. CapAuth: Identifying and Differentiating User Handprints on Commodity Capacitive Touchscreens.
33. Estimating 3D Finger Angle on Commodity Touchscreens.
34. Gaze+Gesture: Expressive, Precise and Targeted Free-Space Interactions.
35. Zensors: Adaptive, Rapidly Deployable, Human-Intelligent Sensor Feeds.
36. Skin buttons: cheap, small, low-powered and clickable fixed-icon laser projectors.
37. Toffee: enabling ad hoc, around-device interaction with acoustic time-of-arrival correlation.
38. TouchTools: leveraging familiarity and skill with physical tools to augment touch interaction.
39. Probabilistic palm rejection using spatiotemporal touch features and iterative classification.
40. Expanding the input expressivity of smartwatches with mechanical pan, twist, tilt and click.
41. Lumitrack: low cost, high precision, high speed tracking with projected m-sequences.
42. HomeProxy: a physical proxy for video messaging in the home.
43. HomeProxy: exploring a physical proxy for video communication in the home.
44. WorldKit: rapid and easy creation of ad-hoc interactive applications on everyday surfaces.
45. Acoustic barcodes: passive, durable and inexpensive notched identification tags.
46. Chalk sounds: the effects of dynamic synthesized audio on workspace awareness in distributed groupware.
47. Ubiquitous cursor: a comparison of direct and indirect pointing feedback in multi-display environments.
48. Effects of view, input device, and track width on video game driving.
49. LumiWatch: On-Arm Projected Graphics and Touch Input.
50. Analysis and comparison of target assistance techniques for relative ray-cast pointing.
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