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Virtual reality (VR) systems for guiding remote physical tasks typically require object poses to be specified in absolute world coordinates. However, many of these tasks only need object poses to be specified relative to each other. Thus, supporting only absolute pose specification can create inefficiencies in giving or following task guidance when unnecessary constraints are imposed. We are developing a VR task-guidance system that avoids this by enabling relative 6DoF poses to be specified within subsets of objects. We describe our user interface, including how geometric relationships are specified and several ways in which they are visualized, and our plans for validating our approach against existing techniques.more » « lessFree, publicly-accessible full text available October 8, 2026
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Yang, Ben; Liu, Jen-Shuo; He, Xichen; Tversky, Barbara; Feiner, Steven (, IEEE)Copies (proxies) of objects are useful for selecting and manipulating objects in virtual reality (VR). Temporary proxies are destroyed after use and must be recreated for reuse. Permanent proxies persist after use for easy reselection, but can cause clutter. To investigate the benefits and drawbacks of permanent and temporary proxies, we conducted a user study in which participants performed 6DoF tasks with proxies in the Voodoo Dolls technique, revealing that permanent proxies were more efficient for hard reselection and preferred.more » « lessFree, publicly-accessible full text available March 8, 2026
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Yang, Ben; He, Xichen; Li, Jace; Elvezio, Carmine; Feiner, Steven K (, IEEE International Symposium on Mixed and Augmented Reality Adjunct 2024)Entity–Component–System (ECS) architectures are fundamental to many systems for developing extended reality (XR) applications. These applications often contain complex scenes and require intricately connected application logic to connect components together, making debugging and analysis difficult. Graph-based tools have been created to show actions in ECS-based scene hierarchies, but few address interactions that go beyond traditional hierarchical communication. To address this, we present an XR GUI for Mercury (a toolkit to handle cross-component ECS communication) that allows developers to view and edit relationships and interactions between scene entities in Mercury.more » « less
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