Augmented Reality
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2 papers in the last four weeks, against 1 the four weeks before. 0.0% of all new papers.
Latest papers 34
Advancements in augmented reality (AR) continue to foster innovative solutions, facilitating novel methodologies within educational systems, healthcare delivery, and risk-mitigation protocols. However, optimizing for end-user immersion and comfort remains challenging, as AR head-mounted displays contend with constrained scene geometry, spatial jitter, and temporal instability. User studies are the standard AR evaluation method for visual quality, but their cost, diminishing scalability, and inflexibility pose bottlenecks during iterative application design. To address this problem, we present an automated framework for AR content evaluation and refinement, built on vision-language models (VLMs), to evaluate and predict the visual fidelity of AR scenes as perceived by users. First, we introduce RateAR, a benchmark of AR images and videos collected across diverse scenes and environmental conditions, with good-to-excellent reliability (ICC(2,5) >= .90) across perceptual factors, including object placement, scale, and shadow consistency. Subsequently, we evaluate eleven commercial VLMs on the crafted benchmark. Results support that VLM-based quality predictions strongly correlate with human subjective judgments, achieving Spearman's rank-order correlations of up to 0.8695. An ablation study further suggests that, compared to other prompting strategies, our contextual prompting yields better alignment with human ratings while balancing introduced complexity cues. Building on these findings, we construct an automated AR content adjustment system and conduct a 21-participant user study. More than 90% of participants found that the system improved placement and size coherence of virtual content.
EPIC: Epipolar-Consistent 360° Immersive Stereo Video Generation
Immersive displays can enable rich and diverse virtual experiences. Manually authoring every possible experience to realize this potential, however, is prohibitively expensive, difficult to scale, and impractical. Generative AI models could remove this bottleneck, but today's models are built for conventional displays and cannot generate the high-resolution, stereoscopic content required for immersive viewing. Further, temporal and stereo inconsistencies that may be tolerable on conventional displays can become highly disruptive when viewed through an immersive headset. Here, we address this gap with a zero-shot generative pipeline that extends existing video diffusion models into 4K stereoscopic videos. Inspired from binocular vision and depth perception, we develop an epipolar-aware image matching metric that captures the temporal and stereo geometric inconsistencies across views. We then use this metric as a preference signal for direct preference optimization with limited training data. Our work enables stereo video generation and provides a scalable path for bringing generative content to immersive displays, allowing diverse mixed reality experiences on demand.
E-WAVE: Event-based Continuous Optical Flow via Warping-Aligned Visual Encoding
Temporally dense optical flow is essential for dynamic perception in immersive VR/AR systems, where rapid head, hand, and object motion must be continuously captured and tracked. Existing frame-based optical flow estimation methods are constrained by the tradeoff between temporal resolution and computational cost; while event cameras, with their high temporal resolution and energy efficiency, serve as a natural solution to the dilemma. However, event-based approaches commonly rely on correlation volumes to capture pairwise voxel correspondences, which incur substantial memory and computation overhead. We present E-WAVE, a correlation-free framework for high-temporal-resolution (HTR) optical flow estimation from event streams. Instead of constructing all-pairs correlation volumes, E-WAVE employs global attention mechanism to model long-range feature dependencies and performs trajectory guided feature warping using Bézier curve. Through iterative updates, it predicts trajectories that allow for querying at arbitrary timestamps without repeated inference. Experiments on MultiFlow and DSEC-Flow demonstrate a 25% lower trajectory error and comparable endpoint flow estimation accuracy relative to state-of-the art baselines. Additional evaluations on self-captured data using a head-mounted prototype validate that E-WAVE remains robust under challenging real-world conditions.
Digital Twin-Driven VR Teleoperation with Multi-View Spatial Perception for Surgical Robots
Current robot-assisted minimally-invasive surgery (RMIS) platforms provide a fixed console for the surgeon to view stereo endoscopic images and teleoperate instruments inside the patient. Several researchers have proposed the use of a head-mounted display (HMD) as a portable console, with video pass-through rendering of the endoscope images which, like the fixed console, restricts the operator to a single endoscopic viewpoint and limits depth perception. We present a digital twin-driven virtual reality (VR) teleoperation platform, where the digital twin is created from markerless perception of the surgical environment and streamed for display on the HMD. This overcomes the limitations of video pass-through by providing multi-view rendering and natural motion-parallax cues, enabling decoupling of the user's hand posture from strict instrument alignment. The system utilizes VR hand controllers to increase the teleoperation workspace and to improve the robustness and stability of instrument control compared to the hand tracking approach adopted by most prior systems. A 15-participant user study on the da Vinci Research Kit (dVRK) shows that our VR platform significantly outperforms a state-of-the-art HoloLens 2 mixed reality baseline, reducing path length by 86% and jerk by 95%, while achieving depth perception confidence comparable to or exceeding the traditional console across all conditions.
When is a closed-form RGB->S/P ratio adequate? A hyperspectral characterization on natural scenes for mesopic display
Mesopic and low-light display transforms require, as their driving signal, a per-pixel scotopic-to-photopic luminance ratio (S/P); the exact spectral S/P is unavailable for ordinary RGB content, so a low-cost closed form that estimates S/P from a linear-RGB triplet is used in its place. Such closed forms exist but have been characterized only on narrowband / LED sources, i.e. spectrally sparse spectra, where a relative error of ~41% has been reported for a three-channel projection. Display content, however, is natural and broadband. We ask whether the same closed form is adequate there, using per-pixel spectral S/P from hyperspectral imagery as ground truth. On a daylight radiance time-series, a six-scalar closed form (three photopic and three scotopic channel weights) reproduces spectral S/P with a median error of ~0.07 that is time-invariant once the RGB input is chromatically adapted to D65; evaluated in un-adapted sRGB the error instead carries a color-temperature tilt across illuminants (~0.19), so adaptation is the enabling step for this use case. The result generalizes to an independent fifty-scene set (pooled median 0.024; 45/50 scenes within a pre-registered 0.10 band), with the few exceedances concentrated in saturated, spectrally-peaky surfaces that approach the narrowband regime (floral close-ups in this set). The scotopic weight vector is shown to be primary-model dependent, but the value used here is corroborated by a primary-free XYZ projection, and the median error stays within the band across all principled coefficient choices. We do not claim observer-validated appearance fidelity or adequacy on narrowband sources; both are out of scope. Both outcomes follow from the same three-channel projection: it is overwhelmed by spectrally sparse inputs and adequate on spectrally smooth ones.
Toward surface-based registration of a virtual preoperative cutting guide onto the mandible for reconstruction surgery
Mandibular reconstruction restores facial continuity and oral function after segmental resection. Patient-specific cutting guides transfer a computed tomography (CT)-based plan to the operating room with three-dimensional information, but printed guides add cost and lead time, cannot adapt after fabrication, and may interrupt surgery if sterility is lost. We investigate a markerless augmented reality (AR) alternative that registers a virtual cutting guide to the exposed mandible from surface geometry. The method extends surface-based registration for the transoral setting, where teeth form the most distinctive visible surface. After camera calibration, a HoloLens 2 time-of-flight camera captures a partial intraoperative point cloud. The user supplies a rough head-based alignment only to crop the region of interest. A teeth-weighted global stage computes correspondences and solves a truncated least-squares rigid alignment. An asymmetric point-to-plane iterative closest point (ICP) stage refines the complete CT mandible against the partial depth cloud target. The guide-to-mandible transform places the guide in the HoloLens world frame, while pose updates and interpolation follow target motion. We define a blinded phantom protocol with 30 target registration error (TRE) points under full, intermediate, and teeth-only exposure, plus a motion-to-display latency test. Our median TRE is 4.05, 6.10, and 7.10 mm respectively, and median latency is 0.805 s. These values support the feasibility of using AR to replace physical prints. The workflow removes mounted fiducials and manual landmark selection and provides a testable path toward transoral cutting guidance.
Real-Time Visual Obstruction Detection in Surgical Augmented Reality
Surgical augmented reality (AR) can provide contextual guidance by overlaying virtual annotations, tool cues, and procedural information onto the surgical workspace. However, the virtual content may obstruct task-relevant real-world information, such as surgical instruments, and interfere with users' perception during time-sensitive surgical tasks. In this paper, we investigate visual obstruction detection for surgical AR and present a latency-aware pipeline that combines vision-language model (VLM)-based surgical-object recognition with segmentation-based obstruction reasoning. To reduce inference overhead, the system adopts a cascaded small-to-large VLM architecture with segmentation-guided early exiting and attention-based visual token pruning. The small VLM handles easy frames when its key-object prediction is supported by segmentation consistency, while difficult frames are forwarded to a large VLM with pruned visual tokens. We construct a pseudo-AR surgical obstruction detection benchmark by overlaying virtual content onto surgical-tool images and labeling whether the virtual content obstructs task-relevant instruments. Evaluation results show that the proposed system achieves 87.43% obstruction detection accuracy with an average end-to-end latency of 479 ms, reducing latency by 62.90% compared with a cloud large-model baseline. These results demonstrate the feasibility of latency-aware obstruction detection for surgical AR and motivate future work on dynamic surgical videos, multi-object scenes, and clinically grounded AR guidance content.
SHARE: Towards Head-Mounted AR with User-Centric SLAM in Shared Human-Robot Workspaces
Human-Robot Collaboration (HRC) in shared physical spaces using Augmented Reality (AR) interfaces is powered by Simultaneous Localization and Mapping (SLAM). Existing multi-agent SLAM systems rely on an edge server to combine visual findings of multiple resource-constrained agents, perform computation, and schedule updates to their local maps. However, the edge treats all agents uniformly and ignores the fundamentally different latency requirements of heterogeneous HRC agents: robots and head-mounted AR users. This uniform resource allocation often results in high lag for user manipulation, as it does not meet the stringent latency requirements of AR. In this work, we design, implement, and evaluate SHARE, a user-centric SLAM system that strategically prioritizes AR user experience while maintaining accurate tracking performance for robots. SHARE builds a first-of-its-kind experience model for HRC agents and adaptively adjusts transmission priorities to match it. To reduce end-to-end latency, SHARE leverages the redundancy of visual features acquired by agents in shared human-robot workspaces to reduce computation time induced by edge-based processing. Real-world deployment with commercial AR headsets and a ground robot achieves 13.22 ms average latency for AR users (43.3% reduction from baseline) while maintaining sub-2-centimeter tracking accuracy. User studies further reveal statistically significant improvements in user perception.
EgoExoMoCap: Distributed Ego-Exo Human Motion Capture
Human motion capture from head-mounted devices (HMDs) offers a scalable way to acquire real-world human motion and interaction data, which is crucial for applications in embodied AI and VR/AR. Existing approaches focus on either egocentric body tracking, estimating the motion of the subject wearing the device, or exocentric tracking, capturing the movements of people in the wearer's surroundings. So far, these two paradigms have largely been explored in isolation. In this paper, we propose a novel distributed framework that jointly leverages ego- and exocentric multi-modal signals for human motion estimation from HMDs. Unlike traditional motion capture systems requiring bulky multi-camera setups or obtrusive mocap suits, our approach, EgoExoMoCap, is as simple as two (or more) people, each wearing a pair of smart glasses. The method leverages head (plus potentially wrist) tracking signals for accurate estimation of global motion in the 3D world and combines context-aware image features based on DINOv3 to achieve robustness in the presence of noise and occlusions. Extensive experiments on two in-the-wild datasets show that our approach can robustly reconstruct motion even in challenging scenarios.
Rotational Motion-Induced Error Compensation for Phase-Shifting Profilometry-Based Eye Reconstruction
With the proliferation of immersive Head-Mounted Displays (HMDs) for Virtual and Augmented Reality (VR/AR), reliable and high-precision eye tracking has become increasingly important. Conventional 2D image-based methods offer low system complexity but remain limited in stability, accuracy, and robustness. Three-dimensional ocular surface reconstruction can provide richer geomet-ric information, and structured light profilometry is particularly attractive because it enables dense and accurate surface measurement. However, Phase-Shifting Profilometry (PSP), which estimates phase from sequentially acquired fringe images, is highly susceptible to motion-induced errors when the eye rotates between frames. This study proposes a rotational motion compensation framework for PSP-based dynamic 3D eye reconstruction. Relative eye rotation is estimated from image-based motion cues using a user-specific 3D eye model in a spherical-coordinate domain. The estimated motion is then used to compensate for camera-pixel mismatch and phase-shift errors caused by inter-frame rotation. A region-wise optimization strategy is further introduced to reduce residual artifacts by inde-pendently refining the compensation strength in different ocular regions. Experiments with a rotating fake eye under non-uniform motion demonstrate that the proposed method substantially suppresses motion-induced deformation and improves reconstruction accuracy. An additional experiment with a non-spherical rigid object indicates that the compensation principle is not restricted to spherical eye geometry. These results establish a practical basis for stable PSP-based dynamic 3D eye reconstruction toward future high-precision eye tracking in immersive environments.
Marker-free deformable registration and fusion for augmented reality-guided positive margin localization during tumor resection surgery
Positive margins in head and neck oncologic surgery require mapping specimen-side pathology findings to the patient resection bed. This is challenging because pathologists identify the positive margin on slices of the resected, deformed specimen, while surgeons must relocate the corresponding site on the resection bed using only verbal descriptions and no visual guidance. We present a marker-free augmented reality (AR) workflow for mapping a margin label from a three-dimensional specimen scan to the resection bed. The method combines contour-constrained deformation, residual alignment to a depth scan, surface-based fusion to a head-mounted display, and target projection onto the reconstructed bed. Bead-suture correspondences estimate specimen deformation, whereas patient-to-display fusion does not require external fiducial markers. Following formative experiments, five residents and surgeons performed cadaveric cheek and scalp re-resection tasks under verbal guidance, verbal guidance with specimen examination, and AR guidance. Deformation target errors were mm for the cheek and mm for the scalp; residual specimen-to-bed distances were mm and mm, respectively. Fusion error did not differ significantly between marker-free and marker-based methods on either cadaver; overall marker-free fusion error was mm. End-to-end margin localization error decreased from mm with verbal guidance and mm with specimen examination to mm with AR guidance (). Online fusion required s. These results demonstrate effective marker-free AR guidance for positive-margin localization and support more precise tumor resection.
X-GuideAR: An Augmented Reality Framework to Mitigate Radiation Exposure during Fluoroscopic Guidance
Achieving optimal screw placement for orthopedic surgeries requires frequent alignment checks and multiple anatomical views under X-ray -- a process known as "fluoro-hunting" that increases radiation exposure to patients and surgical teams. This work introduces X-GuideAR, an augmented reality (AR) framework for identifying optimal X-ray views, aimed at reducing radiation exposure while ensuring accurate screw placement. To exemplify the benefits of X-GuideAR, we focus on S2 alar-iliac (S2AI) screw placement. Our system provides radiation-free guidance for view acquisition and drilling by generating synthetic X-ray previews that accelerate fluoro-hunting. Once the required anatomical views are identified using these previews, a real X-ray is acquired, and the preview of the drilling trajectory is augmented onto it, facilitating precise screw placement with minimal additional radiation. A preliminary study involving eight S2AI trajectories performed by an expert spine surgeon demonstrated a 62.3% reduction in the number of X-rays. Post-procedure evaluations showed that trajectories done with X-GuideAR supported an average safe screw diameter of 12.95 mm compared to 5.9 mm under the conventional workflow, suggesting improved bony containment and potential biomechanical benefit. X-GuideAR shows great potential to reduce radiation exposure and streamline S2AI screw placement, offering a promising direction toward safer and more efficient surgeries.
Towards Real-World Wearable Motion Reconstruction
The modern-day surge in popularity of wearable devices poses a fundamentally unique motion capture problem: reconstructing full-body movement from any set of sensing hardware worn at a given moment. Yet, most research efforts assume fixed sensor configurations (e.g. IMU suits or HMD-centric rigs) and cannot generalize across them. In contrast, we argue that motion capture should prioritize unobtrusive and lightweight devices such as smartphones, smartwatches, smart glasses, and smart insoles, and study the interplay between them. To this end, we make three contributions. First, we present a large-scale multi-modal dataset synchronizing these consumer-grade sensors with ground-truth 3D motion, spanning 50 diverse activities including everyday tasks, sports, and social interactions. Second, we propose WHIP, a baseline generative model that reconstructs motion from arbitrary subsets of available sensors, robustly handling missing modalities and producing physically plausible motions. Third, we conduct a systematic study of sensor complementarity, quantifying how different modalities complement one another. Code and dataset are available at https://vcai.mpi-inf.mpg.de/projects/WHIP/
Enhancing Facial Expression Recognition in Head-Mounted Displays with Synthetic Data
Facial expression recognition (FER) is crucial for social interaction in mixed reality environments that employ head-mounted displays (HMD). However, collecting FER data from head-mounted cameras (HMC) is challenging due to privacy concerns and the diversity of HMD platforms. Moreover, existing FER datasets are not directly applicable due to the unique perspectives of HMCs. The lack of sufficient data hinders the development of neural network-based HMC FER methods. To address data scarcity, we propose a data synthesis framework that generates HMC-view images from frontal-view images, leveraging abundant existing annotated datasets. Specifically, we first reconstruct 3D textured meshes from images and then apply a configurable camera system to render images from the HMC perspective. Additionally, we introduce a texture-space alignment network (TSAN) that enables accurate texture sampling from images to preserve detailed facial expressions. To evaluate the proposed method, we conduct extensive experiments on both simulated and real HMC datasets. Experimental results demonstrate that models trained on our synthetic dataset outperform those trained on existing datasets and exhibit better generalization across different camera configurations.
VisionAId: An Offline-First Multimodal Android Assistant for People with Visual Impairment, Featuring Personalized Object Retrieval
Over 285 million people worldwide live with a visual impairment, for whom everyday tasks such as avoiding obstacles, locating personal belongings, recognizing familiar faces, or handling cash remain persistent obstacles to personal autonomy. Existing assistive applications are typically limited to recognizing predefined categories, depend heavily on cloud connectivity, or require dedicated hardware. We present VisionAId, an Android application that turns a commodity smartphone into a real-time visual assistant. The system integrates six on-device deep learning models (metric monocular depth estimation, instance segmentation, visual and facial embeddings, face detection, and a custom banknote detector) running entirely through ONNX Runtime, with an optional cloud large language model (Google Gemini Flash) used only for narrative scene description and automatic object labeling. A distinctive contribution is a few-shot pipeline for personal objects: the user photographs an object from several angles, and the system later locates that specific instance in the environment, guiding the user toward it with augmented-reality markers, spatial audio, and distance-proportional haptics. All feedback is multimodal (Romanian speech synthesis, voice commands, vibration). On a reference device (Samsung Galaxy S21 Ultra), INT8 quantization reduces depth latency from ~1200 ms to ~491 ms, the custom banknote detector reaches an mAP@50 of 0.986, and metric depth is calibrated to below 1 cm of error within 3 m.
TCG-AR: Real-Time Multi-View Augmented Reality for Trading Card Game Streaming
Trading card games are increasingly played and broadcast online, yet live streams remain mostly limited to flat top-down footage of the playing area. Augmenting such streams with virtual models of the played cards would improve the viewing experience, but most existing systems rely on instrumented playing surfaces and embedded chips, which are costly and impractical for casual players and large-scale events. In this work, we present TCG-AR, a novel real-time pipeline that augments trading card games using ordinary RGB cameras alone, without any physical markers or specialized hardware. Our pipeline detects, orients, and identifies the cards on the board, renders virtual content onto each card across all views, and can additionally compose a broadcaststyle view that summarizes the game state for spectators, streaming the augmented feeds to standard broadcasting software such as OBS. To train the detection, orientation, and identification models without manual labeling, we introduce an automatic procedure that generates annotated synthetic training data from a reference set of card images. Then, we evaluate several trained models on a new manually annotated dataset with real images, analyzing performance and runtime throughput that determine real-world usability. Overall, by relying only on commodity cameras and hardware, and by open-sourcing all code, models, and datasets, this work aims to serve as a reference for real-time trading card recognition and to make real-time augmented-reality streaming accessible to the broader community of players and streamers.
Sign in the Air to Unlock: An Interface for authentication in Virtual and Augmented Reality Powered by Point-Voxel Cross-Attention Network
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.
Virtual Ring Try-On
This paper presents an innovative approach that enables the users to capture their hand and try the jewel ring on their hand. The user captures the image of the hand using the React Native base GUI of the mobile application and selects the ring that the user wants to try, and the output image will have the user's hand with the ring image. This approach is implemented using a combination of MediaPipe hand point detection and YOLO-V8 custom object detection. The hand image uploaded by the user first undergoes mediapipe hand point detection. It will give the hand points and a Region of Interest mask where the ring is going to be placed. Then the ring is passed through YOLO object detection, in which ring points are detected, and background is removed. After that, using vector algebra, the angular discrepancy between the finger's reference axis and the ring's principal axis is computed. Also, ring size is rescaled according to finger thickness, preserving the aspect ratio to maintain perceptual realism. Then the ring is placed on the hand image and the output image is generated and shown on the user screen.
Physics-constrained neural networks for surrogate modeling of lossless periodic structures
We introduce a physics-constrained neural network for the rapid prediction of rigorous coupled-wave analysis outputs in the form of Jones matrices. Starting from energy conservation in lossless layered periodic structures, we use the fact that the scattering outputs lie on a Stiefel manifold. This energy constraint is enforced as a hard condition by projecting onto the manifold using differentiable symmetric orthogonalization. The resulting surrogate enforces energy conservation by construction while preserving differentiability for gradient-based inverse design. The performance and generality of the proposed approach are demonstrated through the inverse design of a diffractive waveguide combiner for augmented reality glasses.
ARTOO-DARTU: Studying AR-HRC With AR Obstruction Mitigation During a Warehouse Task
Human-robot collaboration (HRC) often requires robot intentions and internal states to be conveyed to users for task efficiency and safety. Recently, augmented reality (AR) situated analytics provide such real-time robot feedback in HRC contexts. However, AR situated analytics can obstruct important real-world elements, posing safety and usability risks, especially when content is dynamically positioned relative to movements of mobile robots in a warehouse HRC scenario. In this paper, we introduce the Augmented Reality Technique Of Obstruction Deterrence while Aiding Robotic Teaming for Users (ARTOO-DARTU), an AR system tailored specifically for warehouse HRC that enables real-time robot situated analytics and control while preserving visibility of the real world through an obstruction detection and mitigation pipeline (ODM) that is uniquely suited for AR-HRC. To evaluate ARTOO-DARTU, we developed Pocket MonstARs, a controlled gamified abstraction of HRC warehouse inventory picking in which virtual monsters serve as proxies for pick targets, while labeled and object-marked boxes preserve the real-world identification demands of the picking task. In a 34-participant user study, we found that our designed AR situated analytics yielded a 46% increase in efficiency on the overall HRC task, but only when the ODM was active. Participants with the ODM active were also 61% faster on subtasks requiring visibility of the real world. Our findings demonstrate that, when paired with our developed ODM to prevent real-world obstructions, the situated analytics in ARTOO-DARTU can significantly enhance efficiency and user experience in AR-HRC warehouse scenarios.
fARfetch: Enabling Collocated AR-HRC in Large Visually Diverse Environments with VLM-Driven AR Content Adaptation
Augmented Reality (AR) can improve collocated human-robot collaboration by making robot state and intent visible and enabling intuitive control, yet large, visually diverse environments like the outdoors challenge both interaction and content legibility, especially at long distances and beyond visual line of sight. We present fARfetch, an AR-HRC system that integrates (i) shared semantic environment mapping across an AR headset and robot that visualizes detected landmarks in AR to support landmark-grounded go-to commands, (ii) a context-aware world-in-miniature representation of the shared environment for fine-grained path authoring, and (iii) vision-language-model driven AR view management that jointly adapts virtual content color, size, and orientation to maintain legibility in large visually diverse environments. We implement fARfetch with a Meta Quest 3 headset and Unitree Go2 quadruped robot, and conduct a within-subjects user study (N=13) on a real-world large-scale (30.5m) outdoor inspection task. fARfetch yielded significantly faster completion times than a non-AR baseline (66%) and significantly lower workload in mental demand (-43%), temporal demand (-34%), and frustration (-66%). A custom legibility survey indicated fARfetch effectively maintained virtual content legibility in the large outdoor environment.
Evaluation of Augmented Reality-based Intuitive Interface for Robot-Assisted Transesophageal Echocardiography: A User Study
TransEsophageal Echocardiography (TEE) is essential for diagnosing and guiding Structural Heart Disease (SHD) interventions. However, manual TEE manipulation demands significant operator expertise, is physically demanding, and exposes clinicians to radiation when performed alongside fluoroscopy. Robotic-assisted TEE systems have been introduced to improve probe handling and reduce operator fatigue, yet the design of intuitive and effective user interfaces remains an open challenge. This study presents and evaluates a model-enhanced, Augmented Reality (AR)-based intuitive interface for robot-assisted TEE, designed to improve spatial awareness and control intuitiveness. A robotic TEE platform integrated with electromagnetic tracking and a virtual simulator was used to compare three user interfaces differing in visualization and interaction modalities: 2D jointlevel (2D-JI), 3D joint-level (3D-JI), and 3D tip-level (3D-TI). Thirty six participants performed standardized navigation tasks to reproduce target echocardiographic views, with performance assessed via position and orientation errors, completion time, and NASA-TLX workload scores. Results show that 3D visualization significantly improved spatial accuracy, reducing median position error from 13 mm to 3 mm and halving the orientation error compared with the 2D interface. Tip-level interaction yielded a further 50% reduction in orientation error and reduced interuser variability relative to joint-level control. Overall, the 3D-TI configuration, combining immersive visualization with direct tip-level control, proved the most effective and ergonomic interface, supporting the integration of AR-based visualization and intuitive control paradigms into next-generation robotic TEE systems to enhance operator performance and procedural safety.
Impact of Hand Impairment and Occlusions on Hand Pose Estimation Accuracy in Augmented Reality Applications
Mixed reality applications can be designed for hand rehabilitation. Augmented reality (AR) head mounted displays (HMDs) specifically allow for ecologically valid tasks because individuals can see their real environment and interact with real objects while receiving additional cues on the HMD. While these applications rely on accurate hand pose estimation, there is a gap in investigating the influence of hand impairment or occlusion from real-object interactions on pose estimation accuracy. Further, comparisons between AR HMD predictions and state-of-the-art pose estimation methods have not been established. The current study assessed pose estimation accuracy of the HoloLens 2 HMD and state-of-the-art pose estimation algorithms (WiLoR, HaMeR, WildHands, and MediaPipe) while individuals with cervical spinal cord injury (cSCI; n = 13, Neurological Level of Injury: C3-C6; American Spinal Injury Association Impairment Scale: A-D) and 15 uninjured controls interacted with clear and opaque objects. Ground truth estimates of 3D joint positions were generated via triangulation from a multi-camera setup. Pose estimation accuracy did not differ between the cSCI and uninjured control groups suggesting that 3D joint predictions from the HoloLens 2 and pose estimation algorithms can generalize to populations with hand impairment. Further, clear objects provided a small accuracy advantage over opaque objects (0.1 mm) and predictions from both WiLoR and HaMeR were slightly more accurate than the HoloLens 2 (2 mm). Overall, these results suggest that the HoloLens 2 may be viable for hand rehabilitation applications and the dataset generated can be used to refine pose estimation methods for hand-impaired populations.
An Augmented Reality Brain-Robot Interface for Generalist Robot Arm Manipulation
The integration of augmented reality (AR) and EEG-based brain-computer interfaces (BCIs) offers a promising path for enabling intuitive control of robots for assistive purposes. However, existing AR brain-robot interface (BRI) systems are often constrained to task-specific structures, limiting their utility in real-world environments. We present an AR BRI designed for generalist robot arm manipulation that combines gaze-based object selection with motor imagery action control. Our system uses eye-tracking for intuitive object targeting and context-aware visual overlays ("Place" and "Use") to guide the user through tasks within a shared autonomy framework. We evaluated the interface through a feasibility study with 18 healthy participants performing three multi-step activities of daily living: drinking, using a drawer, and operating an oven. Our results demonstrate that this interaction paradigm enables effective sequential task execution and high user engagement, achieving a "Good" usability rating (SUS > 70). These findings support the feasibility of the proposed interaction paradigm for complex BCI-driven robotic assistance, and motivate future evaluation with the intended target population. Project website: https://ar-bri-manip.github.io/.
Multi-Camera AR Guidance System for Surgical Instrument Handling and Assembly: Investigating Workload and Efficiency
The handling and assembly of instruments during surgery imposes high cognitive demands on scrub nurses, particularly when instruments are unfamiliar. We present a supporting guidance system for surgical instrumentation that combines multi-camera 6D pose estimation with augmented reality in-situ visualization on a head-mounted display without the requirement for additional markers. Pose estimation and consecutive camera calibration are achieved through known objects. The 6D pose estimation network is trained purely on synthetic data, aiming for better generalizability and real-world applicability. The AR guidance displays tooltip localization cues and step-wise assembly animations. Via gaze-based selection and a foot pedal, users can switch between assembly steps in intraoperative use. In a technical evaluation, our approach outperforms state-of-art 6D pose estimation. A user study with 29 scrub nurses was conducted in a surgical simulation of knee arthroplasty, comparing the system against a paper manual. AR guidance significantly reduced the perceived workload compared. Objectively, AR guidance reduced task completion time by 21.3% (4.76 minutes). Specifically, scrub nurses less experienced with the instrument set benefited when using the system. Error frequencies were comparable between conditions. Qualitative feedback highlighted improved process clarity, reduced information overload, and perceived independence. To summarize, our marker-free multi-camera AR guidance approach for surgical instruments can, subjectively and objectively, improve intraoperative instrumentation performance, particularly for untrained scrub nurses.
MARIO: Motion-Augmented Real-Time Multi-Sensor Inertial Odometry
Inertial odometry (IO) using only Inertial Measurement Units (IMUs) provides a lightweight solution for human motion tracking in augmented reality (AR) and wearable devices. Recent learning-based IO methods have improved the generalizability of inertial localization through large-scale pretraining on human motion datasets. However, these approaches remain prone to drift and noise because they do not explicitly capture human motion dynamics, especially on daily activity datasets such as Nymeria. In this work, we propose to ground inertial odometry in human kinematics through a learned IMU-inferred pose prior, which promotes physically consistent motion constraints. We integrate this pose prior into existing IO architectures and reduce positional drift by up to 36% on the challenging Nymeria dataset, which is 5x larger than datasets used in prior work. We further improve long-term performance with a sensor-fusion framework that incorporates auxiliary signals from lightweight sensors already available on commercial AR glasses, including magnetometers, barometers, and secondary IMUs. With this fusion strategy, positional drift is reduced by up to 42%, improving robustness and generalization across diverse motion conditions. Together, our results introduce a new paradigm for inertial and lightweight odometry by unifying human motion kinematics with multimodal sensing, setting a new benchmark for accurate and robust camera-less human tracking. Our website is available at https://spice-lab.org/projects/MARIO/.
ThermalTap: Passive Application Fingerprinting in VR Headsets via Thermal Side Channels
Standalone virtual reality (VR) headsets process highly sensitive personal, professional, and health-related data, yet their susceptibility to non-contact physical side channels remains largely unexplored. Existing side-channel attacks typically require malicious software execution or physical access to peripherals, making them conspicuous and potentially patchable. This paper introduces ThermalTap, the first passive, non-contact side-channel attack that fingerprints VR applications solely from the long-wave infrared (LWIR) radiation emitted by the headset chassis. By treating a headset's thermal signature as a high-fidelity proxy for internal computational workloads, ThermalTap enables remote application inference at meter-scale distances without any device interaction. To achieve robust performance in real-world settings, the system combines a commodity thermal camera with a multi-modal sensor suite (capturing ambient temperature, humidity, and airflow) to normalize environmental noise. We evaluate ThermalTap using six applications across three commercial standalone headsets. In indoor settings, ThermalTap identifies applications with over 90% accuracy using only 10 seconds of thermal camera data. Under outdoor conditions, with longer session-level observations, several applications remain identifiable despite environmental variability, with the strongest outdoor application reaching 81% accuracy. Our findings establish thermal radiation as a fundamental and unavoidable privacy risk for immersive systems, exposing a critical security gap that bypasses current software-level protections and physical access controls.
ProAssist: Continuous Step-Aware Proactive Assistance with Multimodal Egocentric Perception for Long-Horizon Procedural Tasks
Procedural tasks with multiple ordered steps are ubiquitous in daily life. Recent advances in multimodal large language models (MLLMs) have enabled personal assistants that support daily activities. However, existing systems primarily provide reactive guidance triggered by user queries, or limited proactive assistance for isolated short-term events rather than long-horizon procedural tasks. In this work, we introduce ProAssist, a step-aware proactive assistant that continuously tracks fine-grained task progress and reasons over the user's evolving state to provide timely assistance throughout tasks. ProAssist leverages multimodal data from augmented reality (AR) glasses to achieve motion-based perception. It then extracts step-oriented procedural context from multi-scale temporal dynamics and task-specific expert knowledge. Based on both sensory input and procedural context, ProAssist performs continuous reasoning to infer user needs and display timely assistance on AR glasses. We evaluate ProAssist using a dataset curated from public sources and a real-world dataset collected on our testbed with AR glasses. Extensive evaluations show that ProAssist outperforms the best-performing baselines by over 21% in procedural action understanding accuracy, and it achieves up to 2.29x the proactive timing accuracy of baselines. A user study with 20 participants further shows that 90% find ProAssist useful, indicating its effectiveness for real-world procedural assistance.
Adaptive Geodesic Conformal Prediction for Egocentric Camera Pose Estimation
Egocentric pose estimation for Augmented Reality (AR) and assistive devices requires not just accurate predictions but guaranteed uncertainty regions. Conformal prediction (CP) provides such guarantees without retraining, but we show that standard CP with a single fixed threshold achieves nominal 90% overall coverage while covering only ~60% of the hardest 25% of frames (Q4) -- a ~30 percentage-point conditional coverage gap consistent across 12 participants, 3 predictors, and 3 horizons (108 evaluations) on EPIC-Fields. We further show that a geodesic SE(3) nonconformity score identifies physically harder frames than Euclidean scoring, with only 15-26% Q4 overlap and 2-3x higher ground-truth camera displacement for geodesic Q4 frames. To close the coverage gap, we propose DINOv2-Bridge adaptive CP: a two-stage difficulty estimator trained on a single source participant that transfers cross-participant without any images at test time, improving Q4 coverage from ~0.75 to ~0.93 while maintaining overall coverage at the 90% target.
UNSEEN: A Cross-Stack LLM Unlearning Defense against AR-LLM Social Engineering Attacks
Emerging AR-LLM-based Social Engineering attack (e.g., SEAR) is at the edge of posing great threats to real-world social life. In such AR-LLM-SE attack, the attacker can leverage AR (Augmented Reality) glass to capture the image and vocal information of the target, using the LLM to identify the target and generate the social profile, using the LLM agents to apply social engineering strategies for conversation suggestion to win the target trust and perform phishing afterwards. Current defensive approaches, such as role-based access control or data flow tracking, are not directly applicable to the convergent AR-LLM ecosystem (considering embedded AR device and opaque LLM inference), leaving an emerging and potent social engineering threat that existing privacy paradigms are ill-equipped to address. This necessitates a shift beyond solely human-centric measures like legislation and user education toward enforceable vendor policies and platform-level restrictions. Realizing this vision, however, faces significant technical challenges: securing resource-constrained AR-embedded devices, implementing fine-grained access control within opaque LLM inferences, and governing adaptive interactive agents. To address these challenges, we present UNSEEN, a coordinated cross-stack defense that combines an AR ACL (Access Control Layer) for identity-gated sensing, F-RMU-based LLM unlearning for sensitive profile suppression, and runtime agent guardrails for adaptive interaction control. We evaluate UNSEEN in an IRB-approved user study with 60 participants and a dataset of 360 annotated conversations across realistic social scenarios.
RHINO-AR: An Augmented Reality Exhibit for Teaching Mobile Robotics Concepts in Museums
Understanding autonomous mobile robots is challenging for people without robotics expertise, because key processes such as sensing, mapping, and planning are invisible. We present RHINO-AR, an interactive Augmented Reality (AR) museum exhibit that reintroduces the historical mobile robot RHINO into its original exhibition environment at the Deutsches Museum Bonn. To make the autonomous behavior that once made RHINO historically significant accessible again, our previous work, RHINO-VR, reconstructed the robot and its environment in a fully virtual museum scene. While engaging, this fully virtual presentation separated visitors from the real exhibition space and from the physical robot on display. RHINO-AR closes this reality gap by placing a virtual reconstruction of RHINO directly into the real museum space. Implemented on a Magic Leap 2 headset using Unity, our system combines real-time environment meshing with interactive visualizations of LiDAR sensing, traversability, and path planning to make otherwise invisible robotics processes understandable to non-expert visitors. We evaluated RHINO-AR in a two-day museum study with 22 participants, assessing usability, technical performance, satisfaction, conceptual understanding, and preference compared to RHINO-VR. The results indicate that RHINO-AR was well received, conveyed the targeted navigation concepts to a non-expert audience, and was generally preferred over the VR exhibit due to its stronger physical grounding and increased realism.
Visualizing Impedance Control in Augmented Reality for Teleoperation: Design and User Evaluation
Teleoperation for contact-rich manipulation remains challenging, especially when using low-cost, motion-only interfaces that provide no haptic feedback. Virtual reality controllers enable intuitive motion control but do not allow operators to directly perceive or regulate contact forces, limiting task performance. To address this, we propose an augmented reality (AR) visualization of the impedance controller's target pose and its displacement from each robot end effector. This visualization conveys the forces generated by the controller, providing operators with intuitive, real-time feedback without expensive haptic hardware. We evaluate the design in a dual-arm manipulation study with 17 participants who repeatedly reposition a box with and without the AR visualization. Results show that AR visualization reduces completion time by 24% for force-critical lifting tasks, with no significant effect on sliding tasks where precise force control is less critical. These findings indicate that making the impedance target visible through AR is a viable approach to improve human-robot interaction for contact-rich teleoperation.
Robot Programming with Augmented Reality: The Role of Spatial Ability
Programming a robot arm requires users to interpret coordinate frames, joint rotations, and trajectories that are not directly visible. Augmented reality (AR) can make these spatial relations visible, but its benefits may depend on users' spatial ability. We conducted a randomized between-subjects experiment () in which participants learned to program a physical UR5e robot using either conventional teach-pendant controls with PDF instructions or a head-mounted AR interface that displayed joints, coordinate frames, and waypoints. We measured users' spatial ability with the Mental Rotation Test and assessed subjective cognitive load and system usability. Overall, AR did not significantly improve cognitive load or usability compared with conventional instruction. However, exploratory analyses revealed a compensatory effect: spatial ability predicted higher usability and lower extraneous cognitive load in the control group, but not in the AR condition, suggesting AR mitigated the disadvantage typically faced by users with lower spatial ability. These findings point to a compensatory function of AR that should be explored to guide the design of personalized AR interfaces for human-robot interaction.
EndoUFM: Utilizing Foundation Models for Monocular depth estimation of endoscopic images
Depth estimation is a foundational component for 3D reconstruction in minimally invasive endoscopic surgeries. However, existing monocular depth estimation techniques often exhibit limited performance to the varying illumination and complex textures of the surgical environment. While applying foundation models offers a promising approach to enhance the depth estimation performance, the domain gap between the natural images used for pre-training and the target endoscopic images leads to significant semantic perception deficiencies. In this study, EndoUFM is introduced as an unsupervised monocular depth estimation framework that innovatively \underline{U}tilizes dual Foundation Models for Endoscopic images, thereby enhancing the depth estimation performance by leveraging the powerful pre-learned priors. The framework features a novel adaptive fine-tuning strategy that incorporates Random Vector Low-Rank Adaptation (RVLoRA) to enhance model adaptability, and a Residual block based on Depthwise Separable Convolution (Res-DSC) to improve the capture of fine-grained local features. A mask-guided smoothness loss is also introduced to enforce depth consistency within anatomical structures. Extensive experiments on the SCARED, Hamlyn, SERV-CT, and EndoNeRF datasets confirm that our method achieves state-of-the-art performance while maintaining an efficient model size. This work contributes to augmenting surgeons' spatial perception during minimally invasive procedures, thereby enhancing surgical precision and safety, with crucial implications for augmented reality and navigation systems. Our code is available at https://github.com/RealMindyY/EndoUFM.