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

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

11 May 2026

MIT Unveils Virtual Violin Design Tool

Researchers at MIT have developed a physics-based virtual violin that could transform how violins are designed and tested. Unlike conventional digital sound simulators that rely on prerecorded samples, the new computational model recreates the actual physical behavior of the instrument, allowing it to generate realistic violin sounds by simulating how strings, wood, and surrounding air interact. The system enables luthiers to experiment with factors such as wood type, plate thickness, and structural geometry before physically building an instrument.

The project aims to provide violin makers with a scientific design tool that complements centuries of artisan knowledge. Researchers believe the model could accelerate experimentation and offer new insights into the acoustics behind legendary instruments such as Stradivari violins. While the current system focuses on reproducing plucked-string sounds, future versions may simulate bowed performance as well, potentially opening new possibilities for digital instrument design, acoustic research, and preservation of historical instrument-making traditions.

More information:

https://arstechnica.com/science/2026/05/mits-virtual-violin-offers-luthiers-a-new-design-tool/

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

21 April 2026

Monkeys Navigate VR with Thought

Researchers have unveiled a new intracortical brain–computer interface (BCI) that enables macaque monkeys to navigate complex 3D virtual reality environments using only their brain activity. Developed using neural signals from multiple brain regions, including the primary motor cortex and both dorsal and ventral premotor cortices, the system significantly improves the precision and flexibility of decoding real-time movement compared to earlier BCIs. The study demonstrates how combining signals from these areas allows for more natural and continuous control in immersive digital spaces.

In experimental trials, the monkeys successfully completed navigation tasks in VR without any physical movement, relying solely on neural input. They also showed the ability to learn and improve performance over time, with the system generalizing across different tasks without requiring retraining. Researchers highlight the potential of this technology for real-world applications, particularly in assisting people with paralysis to control wheelchairs, prosthetic devices, or explore virtual environments. The findings mark an important step toward more intuitive and adaptive brain-controlled interfaces.

More information:

https://www.rdworldonline.com/new-brain-computer-interface-allows-monkeys-to-navigate-3d-virtual-reality/

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

13 January 2026

OriRing VR Ring

Researchers at Sungkyunkwan University, in collaboration with EPFL, have developed a novel wearable haptic device called OriRing. This ring-shaped interface uses a 3-axis force sensor to provide users with realistic sensations of the weight and stiffness of virtual objects when interacting in VR. Unlike traditional haptic systems that rely on simple vibrations or bulky mechanisms, OriRing is ultra-lightweight (about 18 g) and capable of sensing multi-directional forces through micro-structured polymer surfaces, allowing precise tactile feedback directly at the fingertip.

Testing showed that users can not only perceive object properties like size and hardness but also adjust virtual object characteristics in real time using just finger movements. Because of its high force-to-weight performance and compact wearable form, OriRing offers advantages over glove-type devices and has potential applications beyond VR and gaming, such as rehabilitation, medical use, and remote robotic control. The research was published in Nature Electronics and marks a step forward in creating more immersive and physically grounded human-computer interaction technologies.

More information:

https://www.dongascience.com/en/news/75940

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

30 December 2025

Virtual Reality Brings Connection and Joy to Senior Living

Virtual reality is being used in retirement communities to help older adults combat social isolation and enrich their daily lives. Residents at places in California use VR headsets to virtually explore new places, revisit meaningful memories, and take part in shared activities like underwater swims or concerts. These immersive experiences often spark conversation, improve cognitive engagement, and strengthen connections among peers who may otherwise struggle with loneliness.

Researchers and caregivers see VR as especially accessible for seniors compared with other technologies, and early evidence suggests it can support emotional well-being and social interaction without replacing traditional activities. They emphasize that while VR should complement rather than replace real-world engagement, it has shown potential benefits for those with memory challenges, including positive responses to virtual hikes and other simulations.

More information:

https://apnews.com/article/virtual-reality-senior-living-social-isolation-b20dc156f4aa0735d7f0cc7558de9bfc

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

30 September 2025

Replicating the Electrical System of the Heart

Researchers have succeeded in creating a digital twin that for the first time replicates the heart's electrical conduction system, which coordinates heartbeats. The breakthrough could pave the way for diagnosing and tailoring treatments for conditions such as arrhythmias and heart failure. Researchers developed a computer model that digitally reconstructs the Purkinje network using a standard electrocardiogram.

The goal with the heart's digital twin is for it to be used as a virtual patient, where treatments can be tested and optimized without any risk. This would allow for better planning of procedures, greater personalization and, therefore, more effective results. The team is now working on two challenges: increasing computing capacity so that each patient's digital twin can be generated almost in real time.

More information:

https://www.upi.com/Health_News/2025/09/25/chile-heart-digital-twin-chile-study/1501758817726/

31 May 2025

Smart Textiles Use Acoustic Waves

Researchers at ETH Zurich developed smart textiles that rely on acoustic waves passed through glass fibers. This makes the measurements more precise and the textiles lighter, more breathable, and easier to wash. The researchers have woven glass fibers into the fabric at regular intervals. At one end of each glass fiber is a small transmitter that emits sound waves. The other end of each of the glass fibers is connected to a receiver that measures whether the waves have changed.

Each transmitter works at a different frequency. This means it requires little computing power to determine which fiber the sound waves have changed on. Previous smart textiles often struggled with data overload and signal processing issues, since each sensor location had to be evaluated individually. When a glass fiber moves, the length of the acoustic waves passing through it changes, as they lose energy. In the case of a T-shirt, this can be caused by body movement or even breathing.

More information:

https://www.futurity.org/smart-fabric-sound-glass-fibers-3282452