AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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2025
Song, T.; Pabst, F.; Eck, U.; Navab, N.
Enhancing Patient Acceptance of Robotic Ultrasound through Conversational Virtual Agent and Immersive Visualizations Journal Article
In: IEEE Transactions on Visualization and Computer Graphics, vol. 31, no. 5, pp. 2901–2911, 2025, ISSN: 10772626 (ISSN).
Abstract | Links | BibTeX | Tags: 3D reconstruction, adult, Augmented Reality, Computer graphics, computer interface, echography, female, human, Humans, Imaging, Intelligent robots, Intelligent virtual agents, Language Model, male, Medical robotics, Middle Aged, Mixed reality, Patient Acceptance of Health Care, patient attitude, Patient comfort, procedures, Real-world, Reality visualization, Robotic Ultrasound, Robotics, Three-Dimensional, three-dimensional imaging, Trust and Acceptance, Ultrasonic applications, Ultrasonic equipment, Ultrasonography, Ultrasound probes, User-Computer Interface, Virtual agent, Virtual assistants, Virtual environments, Virtual Reality, Visual languages, Visualization, Young Adult
@article{song_enhancing_2025,
title = {Enhancing Patient Acceptance of Robotic Ultrasound through Conversational Virtual Agent and Immersive Visualizations},
author = {T. Song and F. Pabst and U. Eck and N. Navab},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105003687673&doi=10.1109%2fTVCG.2025.3549181&partnerID=40&md5=1d46569933582ecf5e967f0794aafc07},
doi = {10.1109/TVCG.2025.3549181},
issn = {10772626 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {IEEE Transactions on Visualization and Computer Graphics},
volume = {31},
number = {5},
pages = {2901–2911},
abstract = {Robotic ultrasound systems have the potential to improve medical diagnostics, but patient acceptance remains a key challenge. To address this, we propose a novel system that combines an AI-based virtual agent, powered by a large language model (LLM), with three mixed reality visualizations aimed at enhancing patient comfort and trust. The LLM enables the virtual assistant to engage in natural, conversational dialogue with patients, answering questions in any format and offering real-time reassurance, creating a more intelligent and reliable interaction. The virtual assistant is animated as controlling the ultrasound probe, giving the impression that the robot is guided by the assistant. The first visualization employs augmented reality (AR), allowing patients to see the real world and the robot with the virtual avatar superimposed. The second visualization is an augmented virtuality (AV) environment, where the real-world body part being scanned is visible, while a 3D Gaussian Splatting reconstruction of the room, excluding the robot, forms the virtual environment. The third is a fully immersive virtual reality (VR) experience, featuring the same 3D reconstruction but entirely virtual, where the patient sees a virtual representation of their body being scanned in a robot-free environment. In this case, the virtual ultrasound probe, mirrors the movement of the probe controlled by the robot, creating a synchronized experience as it touches and moves over the patient's virtual body. We conducted a comprehensive agent-guided robotic ultrasound study with all participants, comparing these visualizations against a standard robotic ultrasound procedure. Results showed significant improvements in patient trust, acceptance, and comfort. Based on these findings, we offer insights into designing future mixed reality visualizations and virtual agents to further enhance patient comfort and acceptance in autonomous medical procedures. © 1995-2012 IEEE.},
keywords = {3D reconstruction, adult, Augmented Reality, Computer graphics, computer interface, echography, female, human, Humans, Imaging, Intelligent robots, Intelligent virtual agents, Language Model, male, Medical robotics, Middle Aged, Mixed reality, Patient Acceptance of Health Care, patient attitude, Patient comfort, procedures, Real-world, Reality visualization, Robotic Ultrasound, Robotics, Three-Dimensional, three-dimensional imaging, Trust and Acceptance, Ultrasonic applications, Ultrasonic equipment, Ultrasonography, Ultrasound probes, User-Computer Interface, Virtual agent, Virtual assistants, Virtual environments, Virtual Reality, Visual languages, Visualization, Young Adult},
pubstate = {published},
tppubtype = {article}
}
Ademola, A.; Sinclair, D.; Koniaris, B.; Hannah, S.; Mitchell, K.
NeFT-Net: N-window extended frequency transformer for rhythmic motion prediction Journal Article
In: Computers and Graphics, vol. 129, 2025, ISSN: 00978493 (ISSN).
Abstract | Links | BibTeX | Tags: Cosine transforms, Discrete cosine transforms, Human motions, Immersive, machine learning, Machine-learning, Motion analysis, Motion prediction, Motion processing, Motion sequences, Motion tracking, Real-world, Rendering, Rendering (computer graphics), Rhythmic motion, Three dimensional computer graphics, Virtual environments, Virtual Reality
@article{ademola_neft-net_2025,
title = {NeFT-Net: N-window extended frequency transformer for rhythmic motion prediction},
author = {A. Ademola and D. Sinclair and B. Koniaris and S. Hannah and K. Mitchell},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105006724723&doi=10.1016%2fj.cag.2025.104244&partnerID=40&md5=08fd0792837332404ec9acdd16f608bf},
doi = {10.1016/j.cag.2025.104244},
issn = {00978493 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Computers and Graphics},
volume = {129},
abstract = {Advancements in prediction of human motion sequences are critical for enabling online virtual reality (VR) users to dance and move in ways that accurately mirror real-world actions, delivering a more immersive and connected experience. However, latency in networked motion tracking remains a significant challenge, disrupting engagement and necessitating predictive solutions to achieve real-time synchronization of remote motions. To address this issue, we propose a novel approach leveraging a synthetically generated dataset based on supervised foot anchor placement timings for rhythmic motions, ensuring periodicity and reducing prediction errors. Our model integrates a discrete cosine transform (DCT) to encode motion, refine high-frequency components, and smooth motion sequences, mitigating jittery artifacts. Additionally, we introduce a feed-forward attention mechanism designed to learn from N-window pairs of 3D key-point pose histories for precise future motion prediction. Quantitative and qualitative evaluations on the Human3.6M dataset highlight significant improvements in mean per joint position error (MPJPE) metrics, demonstrating the superiority of our technique over state-of-the-art approaches. We further introduce novel result pose visualizations through the use of generative AI methods. © 2025 The Authors},
keywords = {Cosine transforms, Discrete cosine transforms, Human motions, Immersive, machine learning, Machine-learning, Motion analysis, Motion prediction, Motion processing, Motion sequences, Motion tracking, Real-world, Rendering, Rendering (computer graphics), Rhythmic motion, Three dimensional computer graphics, Virtual environments, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
2024
Asra, S. A.; Wickramarathne, J.
Artificial Intelligence (AI) in Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR) Experiences: Enhancing Immersion and Interaction for User Experiences Proceedings Article
In: B., Luo; S.K., Sahoo; Y.H., Lee; C.H.T., Lee; M., Ong; A., Alphones (Ed.): IEEE Reg 10 Annu Int Conf Proc TENCON, pp. 1700–1705, Institute of Electrical and Electronics Engineers Inc., 2024, ISBN: 21593442 (ISSN); 979-835035082-1 (ISBN).
Abstract | Links | BibTeX | Tags: AI, AR, Emersion experience, Immersive augmented realities, Mixed reality, MR, Primary sources, Real-world, Secondary sources, Training simulation, Users' experiences, Video game simulation, Video training, Virtual environments, VR
@inproceedings{asra_artificial_2024,
title = {Artificial Intelligence (AI) in Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR) Experiences: Enhancing Immersion and Interaction for User Experiences},
author = {S. A. Asra and J. Wickramarathne},
editor = {Luo B. and Sahoo S.K. and Lee Y.H. and Lee C.H.T. and Ong M. and Alphones A.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105000443498&doi=10.1109%2fTENCON61640.2024.10902724&partnerID=40&md5=2ff92b5e2529ae7fe797cd8026e8065d},
doi = {10.1109/TENCON61640.2024.10902724},
isbn = {21593442 (ISSN); 979-835035082-1 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {IEEE Reg 10 Annu Int Conf Proc TENCON},
pages = {1700–1705},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {The utilisation of Artificial Intelligence (AI) generated material is one of the most fascinating advancements in the rapidly growing fields of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). Two examples of how AI-generated material is revolutionising how we interact with AR, VR and MR are video games and training simulations. In this essay, we'll examine the intriguing potential of AI-generated content and how it's being used to the development of hybrid real-world/virtual experiences. Using this strategy, we acquired the information from primary and secondary sources. We surveyed AR, VR, and MR users to compile the data for the primary source. Then, utilising published papers as a secondary source, information was gathered. By elucidating the concept of context immersion, this research can lay the foundation for the advancement of information regarding immersive AR, VR, and MR contexts. We are able to offer recommendations for overcoming the weak parts and strengthening the good ones based on the questionnaire survey findings. © 2024 IEEE.},
keywords = {AI, AR, Emersion experience, Immersive augmented realities, Mixed reality, MR, Primary sources, Real-world, Secondary sources, Training simulation, Users' experiences, Video game simulation, Video training, Virtual environments, VR},
pubstate = {published},
tppubtype = {inproceedings}
}
Su, X.; Koh, E.; Xiao, C.
SonifyAR: Context-Aware Sound Effect Generation in Augmented Reality Proceedings Article
In: Conf Hum Fact Comput Syst Proc, Association for Computing Machinery, 2024, ISBN: 979-840070331-7 (ISBN).
Abstract | Links | BibTeX | Tags: 'current, Augmented Reality, Augmented reality authoring, Authoring Tool, Context information, Context-Aware, Immersiveness, Iterative methods, Mixed reality, Real-world, Sound, Sound effects, User interfaces, Users' experiences
@inproceedings{su_sonifyar_2024,
title = {SonifyAR: Context-Aware Sound Effect Generation in Augmented Reality},
author = {X. Su and E. Koh and C. Xiao},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85194146678&doi=10.1145%2f3613905.3650927&partnerID=40&md5=fa2154e1ffdd5339696ccb39584dee16},
doi = {10.1145/3613905.3650927},
isbn = {979-840070331-7 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {Conf Hum Fact Comput Syst Proc},
publisher = {Association for Computing Machinery},
abstract = {Sound plays crucial roles in enhancing user experience and immersiveness in Augmented Reality (AR). However, current AR authoring platforms lack support for creating sound effects that harmonize with both the virtual and the real-world contexts. In this work, we present SonifyAR, a novel system for generating context-aware sound effects in AR experiences. SonifyAR implements a Programming by Demonstration (PbD) AR authoring pipeline. We utilize computer vision models and a large language model (LLM) to generate text descriptions that incorporate context information of user, virtual object and real world environment. This context information is then used to acquire sound effects with recommendation, generation, and retrieval methods. The acquired sound effects can be tested and assigned to AR events. Our user interface also provides the flexibility to allow users to iteratively explore and fine-tune the sound effects. We conducted a preliminary user study to demonstrate the effectiveness and usability of our system. © 2024 Association for Computing Machinery. All rights reserved.},
keywords = {'current, Augmented Reality, Augmented reality authoring, Authoring Tool, Context information, Context-Aware, Immersiveness, Iterative methods, Mixed reality, Real-world, Sound, Sound effects, User interfaces, Users' experiences},
pubstate = {published},
tppubtype = {inproceedings}
}
Geurts, E.; Warson, D.; Ruiz, G. Rovelo
Boosting Motivation in Sports with Data-Driven Visualizations in VR Proceedings Article
In: ACM Int. Conf. Proc. Ser., Association for Computing Machinery, 2024, ISBN: 979-840071764-2 (ISBN).
Abstract | Links | BibTeX | Tags: Artificial intelligence, Asynchronoi social interaction, Asynchronous social interaction, Cycling, Data driven, Dynamics, Extended reality, Group dynamics, Language Model, Large language model, large language models, Motivation, Natural language processing systems, Real-world, Real-world data, Social interactions, Sports, User interface, User interfaces, Virtual Reality, Visualization, Visualizations
@inproceedings{geurts_boosting_2024,
title = {Boosting Motivation in Sports with Data-Driven Visualizations in VR},
author = {E. Geurts and D. Warson and G. Rovelo Ruiz},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85195387493&doi=10.1145%2f3656650.3656669&partnerID=40&md5=ec69e7abe61e572a94261ad6bbfed11c},
doi = {10.1145/3656650.3656669},
isbn = {979-840071764-2 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {ACM Int. Conf. Proc. Ser.},
publisher = {Association for Computing Machinery},
abstract = {In recent years, the integration of Artificial Intelligence (AI) has sparked revolutionary progress across diverse domains, with sports applications being no exception. At the same time, using real-world data sources, such as GPS, weather, and traffic data, offers opportunities to improve the overall user engagement and effectiveness of such applications. Despite the substantial advancements, including proven success in mobile applications, there remains an untapped potential in leveraging these technologies to boost motivation and enhance social group dynamics in Virtual Reality (VR) sports solutions. Our innovative approach focuses on harnessing the power of AI and real-world data to facilitate the design of such VR systems. To validate our methodology, we conducted an exploratory study involving 18 participants, evaluating our approach within the context of indoor VR cycling. By incorporating GPX files and omnidirectional video (real-world data), we recreated a lifelike cycling environment in which users can compete with simulated cyclists navigating a chosen (real-world) route. Considering the user's performance and interactions with other cyclists, our system employs AI-driven natural language processing tools to generate encouraging and competitive messages automatically. The outcome of our study reveals a positive impact on motivation, competition dynamics, and the perceived sense of group dynamics when using real performance data alongside automatically generated motivational messages. This underscores the potential of AI-driven enhancements in user interfaces to not only optimize performance but also foster a more engaging and supportive sports environment. © 2024 ACM.},
keywords = {Artificial intelligence, Asynchronoi social interaction, Asynchronous social interaction, Cycling, Data driven, Dynamics, Extended reality, Group dynamics, Language Model, Large language model, large language models, Motivation, Natural language processing systems, Real-world, Real-world data, Social interactions, Sports, User interface, User interfaces, Virtual Reality, Visualization, Visualizations},
pubstate = {published},
tppubtype = {inproceedings}
}