Showing posts with label Extended Reality. Show all posts
Showing posts with label Extended Reality. Show all posts

21 July 2026

Cyprus Leads Europe's Virtual Worlds Skills Academy

Cyprus has taken on a leading role in advancing Europe's digital future through the Virtual Worlds Academy of Skills (ViWAS), a major European initiative coordinated by Prof. Fotis Liarokapis, Research Director at the CYENS CoE. Bringing together universities, research organisations, businesses, vocational education providers, and public-sector partners from across Europe, the academy aims to equip learners with the practical knowledge and skills required for emerging technologies such as extended reality (XR), artificial intelligence, digital twins, immersive design, cybersecurity, and digital creativity.

The initiative seeks to establish common European standards for virtual worlds education, making qualifications more interoperable while promoting flexible learning through practical training, short courses, and micro-credentials. Designed for a broad audience (including educators, healthcare professionals, engineers, artists, entrepreneurs, public servants, and lifelong learners) ViWAS emphasises inclusivity and accessibility, helping Europe address the growing demand for digital talent as immersive technologies become increasingly integrated into everyday life and professional practice.

More information:

https://en.politis.com.cy/life/1020289/cyprus-coordinates-europes-new-virtual-worlds-academy-for-digital-skills

09 June 2026

Apple Smart Glasses Delayed to 2027

Apple’s long-rumored smart glasses project has reportedly encountered new development hurdles, pushing the expected launch from early 2027 to late 2027. The device, known as N50, is designed to compete with products such as Meta’s Ray-Ban smart glasses and is expected to focus on AI-powered assistance, cameras, audio features, and voice interaction rather than offering a full augmented reality display. Reports suggest that delays are linked in part to Apple’s ongoing efforts to upgrade Siri and integrate more advanced Apple Intelligence capabilities into the wearable experience.

Apple reportedly considers smart glasses a strategic priority and views the technology as a long-term successor to today’s mobile devices. The company is said to be experimenting with multiple frame designs and color options while aiming to differentiate itself through tight integration with the Apple ecosystem. At the same time, Apple appears to be reassessing its broader Vision product roadmap, with lighter and more affordable Vision headsets now expected no earlier than 2028–2029 as resources are redirected toward making smart glasses a mainstream consumer product.

More information:

https://www.cnet.com/tech/mobile/apple-smart-glasses-development-bumps-reported-delay/

27 May 2026

ViWAS Kick-Off Meeting

A new ambitious European initiative, the Virtual Worlds Academy of Skills (ViWAS), has been unveiled under the Digital Europe Programme, aiming to position Europe at the forefront of Web 4.0 and immersive technologies. Coordinated by Professor Fotis Liarokapis, CYENS Centre of Excellence, the project brings together a large, multidisciplinary consortium spanning over 16 countries to tackle one of Europe’s most pressing challenges: the growing shortage of advanced digital skills in virtual worlds and extended reality (XR). Through innovative, simulation-based learning environments and immersive digital twins, ViWAS will enable users to gain hands-on experience in safe, scalable, and cost-effective settings.

ViWAS will establish a pan-European training ecosystem designed to equip learners, professionals, and institutions with cutting-edge competencies in XR, artificial intelligence, and virtual environments. The ViWAS project started on the 1st of May and the kick-off meeting took place in Paris, France between 26-27 May 2026. The Academy will function as an open, interoperable ecosystem, connecting universities, vocational training providers, industry, SMEs, and public institutions. Leveraging AI-driven personalization and advanced XR platforms, ViWAS will deliver tailored learning experiences, foster cross-sector collaboration, and support workforce upskilling and reskilling at scale.

More information:

https://ec.europa.eu/info/funding-tenders/opportunities/portal/screen/opportunities/projects-details/43152860/101298981/DIGITAL?order=DESC&pageNumber=1&pageSize=100&sortBy=es_SortDate&keywords=101298981

29 April 2026

TVCG 2026 Article

Recently, I co-authored a journal paper that was published at IEEE Transactions on Visualization and Computer Graphics. The paper is entitled “Interaction Under Whole-Body User Rotations in VR Space”. The study investigated how changes in a user’s virtual pitch orientation affect interaction performance and subjective experience. Using a within-subject design, 30 seated participants were exposed to 12 virtual tilt conditions ranging from moderate to extreme angles (±180°), while measures of comfort, simulator sickness, perceptual responses, and task performance were collected.

Results showed no significant increases in nausea, disorientation, or discomfort, with moderate tilts performing similarly to baseline conditions; even extreme tilts produced only low levels of nausea. Performance outcomes were mixed, as forward tilts resulted in similar or slightly improved performance, whereas backward tilts caused modest but statistically insignificant declines. Overall, the findings suggest that VR experiences with virtual body orientations differing from the user’s physical posture can be implemented without compromising comfort or performance.

More information:

https://www.computer.org/csdl/journal/tg/5555/01/11475228/2fuM7XOCKcg

09 April 2026

AI Sonar Hand Tracking

Researchers have developed a system called WatchHand that turns ordinary smartwatches into real-time hand-tracking devices using AI-powered sonar. Instead of relying on cameras or extra sensors, the smartwatch emits inaudible sound waves through its speaker; these waves bounce off the user’s hand and are captured by the microphone. A machine-learning model processes the returning echo profile to reconstruct the hand’s position and finger movements in 3D, in real time, all directly on the device.

This approach is significant because it works on off-the-shelf smartwatches without additional hardware, making it scalable and practical for everyday use. Tests with participants showed it can reliably track gestures like finger movements and wrist rotations, enabling applications such as gesture-based control of computers, AR/VR interaction, and assistive technologies. The system also preserves privacy by processing data locally, though it still has limitations, such as reduced accuracy while the user is moving and current compatibility mainly with Android devices.

More information:

https://interestingengineering.com/innovation/ai-smartwatch-hand-tracking-sonar-watchhand

12 March 2026

IEEE Access 2026 Article

Recently, I co-authored an open-access journal paper that was published at IEEE Access. The paper is entitled “An Augmented Reality System With an Offline LSTM-Based Fault Recognition Model for Sewer Pipeline Inspection”. The paper introduces XR5.0, a novel framework that combines artificial intelligence with extended reality (XR) technologies to support the vision of Industry 5.0, where advanced digital systems are designed around human needs and capabilities. The research proposes a human-centric XR paradigm that integrates immersive environments with AI to enhance collaboration between workers and intelligent machines.

A key component of the approach is the use of human-centred digital twins, which create digital representations of users to enable XR systems to adapt training, guidance, and information delivery according to individual skills, context, and tasks. The framework also integrates advanced AI techniques (including explainable AI, generative AI, active learning, and neurosymbolic AI) to provide real-time decision support and personalized learning within immersive environments. These capabilities enable practical applications such as industrial training, remote maintenance, assembly guidance, and product design simulations.

More information:

https://ieeexplore.ieee.org/abstract/document/11363212

31 December 2025

XR4ED Invited Talk at UnitedXR Europe 2025

On the 8th of December 2025, I presented at UnitedXR Europe in Brussels an overview and results of the XR4ED EU Project. XR4ED focuses on fostering innovation in education through extended reality (XR) technologies. The project created a sustainable, centralised platform where educators, developers, and learners can access XR tools, applications, and resources tailored for learning and training purposes. By uniting the EdTech and XR communities across multiple EU member states, XR4ED overcomes fragmentation in the digital education technology ecosystem and supports the development and market readiness of immersive educational solutions that go beyond traditional teaching methods.

Throughout the presentation, project results are highlighted, including efforts to create an open marketplace for XR content, support for start-ups and SMEs via open calls and grants, and building links with related initiatives to strengthen Europe’s leadership in XR for education. The XR4ED platform is designed to enable personalised, innovative, and inclusive learning experiences, facilitating hands-on engagement and skills-based teaching. XR4ED also considers ethical, privacy, and inclusivity standards as part of its ecosystem, while encouraging adoption of immersive tools across schools, universities, industry training, and research communities.

More information:

https://youtu.be/tAi76BlXWis

15 November 2025

ISMAR 2025 Article

Recently, a paper I co-authored with colleagues from CYENS was presented at 2025 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) in Daejeon, Korea. The paper is entitled "VR as a 'Drop-In' Well-Being Tool for Knowledge Workers" and explores how VR can meet the diverse physical and mental needs of knowledge workers. We developed Tranquil Loom, a VR app offering stretching, guided meditation, and open exploration across four environments. The app includes an AI assistant that suggests activities based on users’ emotional states.

We conducted a two-phase mixed-methods study: (1) interviews with 10 knowledge workers to guide the apps design, and (2) deployment with 35 participants gathering usage data, well-being measures, and interviews. Results showed increases in mindfulness and reductions in anxiety. Participants enjoyed both structured and open-ended activities, often using the app playfully. While AI suggestions were used infrequently, they prompted ideas for future personalization. Overall, participants viewed VR as a flexible, 'dropin' tool, highlighting its value for situational rather than prescriptive well-being support.

More information:

https://www.computer.org/csdl/proceedings-article/ismar/2025/876100b213/2byA7RS10ze

16 July 2025

Interactive Media for Cultural Heritage

Recently, the latest edited book I co-authored with colleagues from CYENS – Centre of Excellence and the University of Cyprus was published by Springer Series on Cultural Computing. The book is entitled ‘Interactive Media for Cultural Heritage’ and presents the full range of interactive media technologies and their applications in Digital Cultural Heritage. It offers a forum for interaction and collaboration among the interactive media and cultural heritage research communities.

A close-up of a book cover

AI-generated content may be incorrect.

The aim of this book is to provide a point of reference for the latest advancements in the different fields of interactive media applied in Digital Cultural Heritage research, ranging from visual data acquisition, classification, analysis and synthesis, 3D modelling and reconstruction, to new forms of interactive media presentation, visualization and immersive experience provision via extended reality, collaborative spaces, serious games and digital storytelling.

More information:

https://link.springer.com/book/10.1007/978-3-031-61018-9

28 November 2024

Lollipop-Shaped Device for VR Taste

Researchers at the City University of Hong Kong have developed a new interface to simulate taste in virtual and other extended reality (XR). The lollipop-shaped lickable device can produce nine different flavors: sugar, salt, citric acid, cherry, passion fruit, green tea, milk, durian, and grapefruit. Each flavor is produced by food-grade chemicals embedded in a pocket of agarose gel. When a voltage is applied to the gel, the chemicals are transported to the surface in a liquid that then mixes with saliva on the tongue like a real lollipop. Increase the voltage and get a stronger flavor.

Initially, the researchers tested several methods for simulating taste, including electrostimulating the tongue.  The other methods each came with limitations, such as being too bulky or less safe, so the researchers opted for chemical delivery through a process called iontophoresis, which moves chemicals and ions through hydrogels and has a low electrical-power requirement. With a 2-volt maximum, the device is well within the human safety limit of 30 V, which is considered enough to deliver a substantial shock in some situations.

More information:

https://spectrum.ieee.org/virtual-reality-taste

29 September 2024

MTI 2024 Article

Recently, I co-authored an open-access journal paper that was published at Multimodal Technologies and Interaction, sponsored by the MDPI. The paper is entitled “Extended Reality Educational System with Virtual Teacher Interaction for Enhanced Learning”. The paper introduces an interactive XR intelligent assistant featuring a virtual teacher that interacts dynamically with PowerPoint presentations using OpenAI’s ChatGPT API.

It incorporates multilingual speech-to-text and text-to-speech capabilities, custom lip-syncing solutions, eye gaze, head rotation and gestures. Panoramic images can be used as a sky box giving the illusion that the AI assistant is located at another location. Findings from three pilots indicate that the proposed technology has a lot of potential to be used as an additional tool for enhancing the learning process.

More information:

https://www.mdpi.com/2414-4088/8/9/83

22 September 2024

Apple Vision Pro’s Eye Tracking Sees What People Type

A group of six computer scientists are revealed a new attack against Apple’s Vision Pro mixed reality headset where exposed eye-tracking data allowed them to decipher what people entered on the device’s virtual keyboard. The attack allowed the researchers to successfully reconstruct passwords, PINs, and messages people typed with their eyes.

Researchers did not gain access to Apple’s headset to see what they were viewing. Instead, they worked out what people were typing by remotely analyzing the eye movements of a virtual avatar created by the Vision Pro. This avatar can be used in Zoom calls, Teams, Slack, Reddit, Tinder, Twitter, Skype, and FaceTime.

More information:

https://www.wired.com/story/apple-vision-pro-persona-eye-tracking-spy-typing/