<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>NUILab — Natural User Interaction Laboratory · An XR &amp; Human-Centered AI Lab</title><link>https://nuilab.org/</link><description>Recent content on NUILab — Natural User Interaction Laboratory · An XR &amp; Human-Centered AI Lab</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Sun, 16 Aug 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://nuilab.org/index.xml" rel="self" type="application/rss+xml"/><item><title>Three IEEE ISMAR 2026 Workshops, One Mission: Improving People’s Everyday Life with Extended Reality</title><link>https://nuilab.org/blog/ismar-2026-workshops-everyday-xr/</link><pubDate>Sun, 16 Aug 2026 00:00:00 +0000</pubDate><guid>https://nuilab.org/blog/ismar-2026-workshops-everyday-xr/</guid><description>Three workshop papers at IEEE ISMAR 2026, and what their results mean: AR notifications without sound, virtual nature for stress, and VR for teaching fluid dynamics.</description></item><item><title>Comparing Gesture Elicitation in Virtual and Augmented Reality</title><link>https://nuilab.org/blog/gestures-ar-vr-ismar-2026/</link><pubDate>Sun, 02 Aug 2026 00:00:00 +0000</pubDate><guid>https://nuilab.org/blog/gestures-ar-vr-ismar-2026/</guid><description>We ran the same gesture elicitation study twice with the same 16 people, once in AR and once in VR. Most of the gesture vocabulary carried over. Translation did not. Accepted to IEEE ISMAR 2026.</description></item><item><title>New NSF award: translating the science of learning into virtual reality</title><link>https://nuilab.org/news/nsf-iuse-invisible-physics/</link><pubDate>Wed, 01 Oct 2025 00:00:00 +0000</pubDate><guid>https://nuilab.org/news/nsf-iuse-invisible-physics/</guid><description>&lt;p&gt;The lab is part of a new NSF I-USE collaborative award: &lt;em&gt;Improving Conceptual Understanding of Invisible Physics by Translating the Science of Learning into Virtual Reality Environments&lt;/em&gt; ($750,000, 2025–2028), with Dr. Ortega serving as co-PI.&lt;/p&gt;
&lt;p&gt;The project asks how virtual reality can make invisible physics — the forces, fields, and waves students can&amp;rsquo;t see — graspable, by translating what we know about how people learn into the design of immersive environments. It connects directly to the lab&amp;rsquo;s XR Training &amp;amp; Education work.&lt;/p&gt;</description></item><item><title>Ortega receives NSF CAREER award for multimodal interaction research</title><link>https://nuilab.org/news/nsf-career-award/</link><pubDate>Mon, 18 Mar 2024 00:00:00 +0000</pubDate><guid>https://nuilab.org/news/nsf-career-award/</guid><description>&lt;p&gt;The National Science Foundation has awarded Dr. Francisco R. Ortega a CAREER grant to advance the science of multimodal and microgesture interaction. The five-year project investigates how small, low-effort hand movements — combined with speech and gaze — can drive augmented and virtual reality interfaces that feel natural and stay accessible.&lt;/p&gt;
&lt;p&gt;CAREER awards are among NSF&amp;rsquo;s most competitive, recognizing early-career faculty who integrate outstanding research with education. A core thread of the project is undergraduate research: students from across Colorado State University will help design and run the interaction studies.&lt;/p&gt;</description></item><item><title>Virtual nature: testing VR forest bathing for stress and recovery</title><link>https://nuilab.org/news/virtual-nature-forest-bathing/</link><pubDate>Mon, 22 Jan 2024 00:00:00 +0000</pubDate><guid>https://nuilab.org/news/virtual-nature-forest-bathing/</guid><description>&lt;p&gt;A new strand of the lab&amp;rsquo;s health work asks a simple question: can a carefully designed virtual forest deliver some of the restorative effect of the real thing? Building on research into attention restoration, we are prototyping VR &amp;ldquo;forest bathing&amp;rdquo; experiences and measuring their effect on stress and cognitive recovery.&lt;/p&gt;
&lt;p&gt;The work connects to the lab&amp;rsquo;s broader interest in XR for human good — using immersive technology not as spectacle, but as a tool for mental health, focus, and wellbeing. Study design emphasizes comfort, reduced motion, and access for participants who are new to VR.&lt;/p&gt;</description></item><item><title>AR visual search and cognitive load: an update from the ONR work</title><link>https://nuilab.org/news/ar-visual-search-onr/</link><pubDate>Thu, 09 Nov 2023 00:00:00 +0000</pubDate><guid>https://nuilab.org/news/ar-visual-search-onr/</guid><description>&lt;p&gt;Our Office of Naval Research project studies how people search for and attend to information through augmented reality displays — and what that costs them cognitively. When an interface layers digital cues over the real world, where does attention actually go, and when does the overlay help versus hurt?&lt;/p&gt;
&lt;p&gt;Recent sessions focused on how cue density and placement affect visual search time and error. Findings are feeding into design guidance for AR interfaces that respect the limits of human attention rather than overwhelming it. A paper is in preparation; we will post the author copy here once it is accepted.&lt;/p&gt;</description></item><item><title>FAQ</title><link>https://nuilab.org/about/faq/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://nuilab.org/about/faq/</guid><description>&lt;h3 id="im-a-prospective-phd-student-how-do-i-join"&gt;I&amp;rsquo;m a prospective Ph.D. student. How do I join?&lt;/h3&gt;
&lt;p&gt;Apply to the Computer Science Ph.D. program at Colorado State University and mention an interest in human-computer interaction, AR/VR, or accessibility in your statement. Before you apply, read a couple of our recent papers and email Dr. Ortega a short note about which direction interests you and why — concrete is better than generic. Funding and openings vary year to year, so it helps to reach out early.&lt;/p&gt;</description></item><item><title>Human-Centered AI: Neuromorphic Computing, Human-AI Decision Making, and Agentic-AI</title><link>https://nuilab.org/research/human-centered-ai/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://nuilab.org/research/human-centered-ai/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;There are four high-level primary questions. (1) How can neuromorphic computing aid user interaction and decision making? (2) How is decision making affected as a user goes from a frontier LLM to a smaller model, and everywhere within that spectrum? (3) Agentic AI is set to become pervasive in many jobs. How does its use affect our cognitive load, and how can we improve the interfaces? And (4) how can neuromorphic computing and other AI paradigms help the user have a personalized interaction? This last one is especially important for accessibility.&lt;/p&gt;</description></item><item><title>Message sent</title><link>https://nuilab.org/thanks/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://nuilab.org/thanks/</guid><description>&lt;p&gt;Your message is on its way to Dr. Ortega. We read everything and reply as we
can — if it&amp;rsquo;s about joining the lab, the &lt;a href="https://nuilab.org/about/faq/"&gt;prospective-students FAQ&lt;/a&gt;

covers how to apply while you wait.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://nuilab.org/"&gt;← Back to the homepage&lt;/a&gt;
&lt;/p&gt;</description></item><item><title>XR Accessibility</title><link>https://nuilab.org/research/accessibility/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://nuilab.org/research/accessibility/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;Accessible XR is usually framed as adding a feature. Our evidence points somewhere else: what people need is control over the configuration. No single layout or interaction pattern serves everyone, and the arrangement that helps one person is often the one that gets in another&amp;rsquo;s way. The community is what matters, and in our research we always follow Charlton&amp;rsquo;s principle: &amp;ldquo;Nothing About Us Without Us.&amp;rdquo;&lt;/p&gt;
&lt;p&gt;An example of how we work in accessibility is a CHI 2026 paper that received an Honorable Mention (top 5%). We work with the community whose interaction is being designed, and in many cases the researchers or designers are themselves members of that community. In the ACM CHI paper, twelve Deaf signers viewed an ASL computer-science lecture under three signer placements. Putting signer and content in the same view reduced reported attention switching, eye fatigue, and pausing compared with their usual remote classes. Every layout still traded something — proximity against occlusion, clarity against gaze switching — and all twelve valued being able to choose. Please read the &lt;a href="https://doi.org/10.1145/3772318.3790499" target="_blank" rel="noopener"&gt;paper&lt;span class="visually-hidden"&gt; (opens in new tab)&lt;/span&gt;&lt;/a&gt;
 for more information.&lt;/p&gt;</description></item><item><title>XR for Health &amp; Wellbeing</title><link>https://nuilab.org/research/health-wellbeing/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://nuilab.org/research/health-wellbeing/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;Does a virtual forest do what a real one does? Nature contact lowers stress and restores attention, and extended reality makes it deliverable to a hospital room, a dorm, or a clinic. But nature is not one thing, and neither is the benefit. We ask which properties of a restorative environment survive being simulated in virtual reality, for whom, and on which measure.&lt;/p&gt;
&lt;p&gt;There are different ways we have tested our environments. For example, we have compared virtual environments against each other and against the real thing, pairing self-report with physiological measures. Motion and realism both carried weight. A &amp;ldquo;live&amp;rdquo; forest improved perceived restorativeness and positive affect, and a high-realism forest beat a low-realism one.&lt;/p&gt;</description></item><item><title>XR Input Devices and Interaction Techniques: From Unimodal/Multimodal User Interaction to Intelligent User Interfaces</title><link>https://nuilab.org/research/user-interaction/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://nuilab.org/research/user-interaction/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;Given a headset and no instructions, what do people actually do? They reach, point, speak, and look, often at the same time. The hard part is that there is no single natural vocabulary waiting to be discovered. What people propose depends on how you ask them, what you show them, and what they have used before. We study that dependence directly, because an interaction technique built on the wrong assumption about it will not survive contact with a real user.&lt;/p&gt;</description></item><item><title>XR Systems: Networking, Cybersecurity, and Privacy</title><link>https://nuilab.org/research/xr-systems/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://nuilab.org/research/xr-systems/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;XR interaction depends on more than the headset and the interface. We have conducted work in networking and cybersecurity, and we are currently looking at privacy. For example, we studied the path from sensing and rendering to network transport and edge computation. Our goal is to support real-time collaboration, understand possible threats, and protect data.&lt;/p&gt;</description></item><item><title>XR Training &amp; Education</title><link>https://nuilab.org/research/training-education/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://nuilab.org/research/training-education/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;We have been looking at computer science education, wind and fluids engineering, and US Navy training systems to improve learning. We have used different approaches, including cognitive load theory.&lt;/p&gt;
&lt;p&gt;One example of how we conduct research is through controlled training studies, where we measure the outcomes. For the Office of Naval Research, we followed people from initial training into task performance in virtual reality, manipulating workload to see how cognitive engagement carries from one to the other. More recently, in a paper accepted to IEEE ISMAR 2026, we used a wind-simulation environment built for engineering education — where moving a building changes the simulated airflow around it — to study how people naturally interact with these learning environments in both augmented and virtual reality.&lt;/p&gt;</description></item><item><title>XR Visual Search and Notifications</title><link>https://nuilab.org/research/visual-search-notifications/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://nuilab.org/research/visual-search-notifications/</guid><description>&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;Augmented reality (AR) can put an arrow on the object you are looking for. The questions are where to place that arrow and whether the cue is correct — and what information-access effort costs. Related to visual search cues, we have notifications and timers: how do they compete for attention with the world they exist to explain, and where do we place them? Our work in visual search and information-access effort includes timers, cues, and notifications.&lt;/p&gt;</description></item></channel></rss>