NUILab · Research

Research

How do we make interaction with 3D and immersive systems natural, low-effort, and available to everyone?

We build and study natural user interfaces — gesture, speech, gaze, and touch — for augmented and virtual reality. The throughline is people: how they perceive, where their attention goes, and what they can do without a manual. Below are the six areas the lab is pushing now. Most projects sit at more than one.

Where we’re heading. The lab has always asked how people naturally interact with computers. As AI becomes part of that interface, we’re extending the question to human-centered AI: how people work alongside intelligent systems naturally, effectively, and safely — in the real world and in immersive ones. The six areas below are the throughline; we’re now pursuing each with intelligent systems in view.

Our north star: making the computer invisible

“The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.”

— Mark Weiser

Everything below serves that goal: letting people concentrate on the task, not the technology.

Unimodal & Multimodal Interaction

What people naturally do with gesture, speech, and gaze — one modality at a time or combined. We run elicitation and observational studies, then build the interaction techniques they point to.

  • Elicitation & observational studies
  • Gesture, speech & gaze techniques
  • Microgesture interaction
NSF CAREER · NSF CRII

XR Widgets & Displays

The building blocks of useful AR — notifications, timers, cues, labels — and what they cost. We measure how cueing, clutter, and automation bias shape attention, and design displays that inform without overload.

  • Notifications
  • Time-critical cueing (e.g., timers for CPR)
  • Visual cues & automation bias
  • Adaptive cueing
  • Information access & cognitive load
Office of Naval Research

XR Training & Education

Immersive systems that teach. We optimize cognitive load in XR training and build immersive learning environments — and study how those experiences shape interest and retention in computing.

  • Training optimization & extraneous load
  • Immersive learning environments
  • Engagement & retention in computing
ONR · NSF

XR for Health & Wellbeing

XR aimed at wellbeing: virtual nature for stress reduction, nature contact for older adults, and clinical AR such as ergonomic feedback in surgery.

  • VR forest bathing & stress reduction
  • Nature contact & older adults
  • Clinical AR
Dan Marino Foundation · CSU

XR Accessibility

Interaction design for everyone — accessible XR interaction for people with disability, Deaf community led XR research, and more.

  • Interaction interfaces for accessibility
  • Immersive classrooms for Deaf signers
  • Other accessibility
Dan Marino Foundation

Human-Centered AI

As intelligent systems become the interface, we study how people work alongside them — intelligent user interfaces, what AI model degradation does to users, and the privacy, trust, and safety guarantees XR + AI must meet.

  • Intelligent user interfaces
  • AI model degradation
  • XR privacy, trust & safety
DARPA · NSF

Funding

The lab's work is supported by more than $5.5M in external funding at CSU since 2018 — from NSF, ONR, DARPA, NIH, and foundation partners.

Active grants

  • NSF I-USE · co-PI Collaborative Research: Improving Conceptual Understanding of Invisible Physics by Translating the Science of Learning into Virtual Reality Environments $750,000 · 2025 – 2028
  • ONR DURIP · PI Training Optimization for US Navy and Marine Radio Operations to Assess Cognitive Load and Manage Extraneous Load $500,000 · 2024 – 2026
  • Office of Naval Research · PI Assessing Cognitive Load and Managing Extraneous Load to Optimize Training $1,050,000 awarded to date · 2023 – 2026
  • NSF CAREER · PI CAREER: Microgesture and Multimodal Interaction Techniques for Augmented Reality $600,000 + REU supplements · 2022 – 2028
Completed grants (12)
  • Office of Naval Research · PI Perceptual/Cognitive Aspects of Augmented Reality: Experimental Research and a Computational Model $900,000 · 2021 – 2024
  • DARPA · PI Ego-Centric Emotion Recognition using Augmented Reality Headsets (I2O Postdoctoral Fellowship) $299,957 · 2022 – 2023
  • ONR DURIP · PI WARFighting Performance: Augmented Reality Multi-Modal Interaction Techniques for JTAC and Battlefield Readiness $201,420 · 2021 – 2023
  • NSF CRII · PI CRII: CHS: Understanding Gesture User Behavior in Augmented Reality Headsets $175,000 + REU supplements · 2020 – 2022
  • NSF CCRI · PI CCRI Planning: Collaborative Research: Low-Latency for Augmented Reality Interactive Systems (LLARIS) $100,000 + REU supplements · 2020 – 2022
  • ONR sub-award via VR Rehab, Inc. · PI Fused Augmented Realities with Synthetic Vision (FAR/SV) Systems for Ground Forces $198,914 · 2019 – 2023
  • ONR via VR Rehab, Inc. · PI SAIPAN: Single Amphibious Integrated Precision Augmented Reality Navigation System (SBIR Phase I) $44,000 · 2020
  • NIH challenge award to BioMagic VR, Inc. · PI BioBraceVR: Bio-Interactive Device with Personalized Avatar Therapy for SUD (NIH-NIDA SUD Challenge) $10,000 · 2020
  • NSF SBIR via Polymer Braille Inc. · PI NSF SBIR Phase IIA: 2.5D Extensions to Braille-based User Interaction (sub-award) $105,000 · 2016 – 2017
  • NSF Future of Work · co-PI (PI: Benjamin Clegg) FW-HTF-P: Optimizing Long-Term Human Performance in Future Work $150,000 · 2019 – 2021
  • DARPA via DOD-ARMY · co-PI (PI: J. Ross Beveridge) Communication through Gestures, Expression, and Shared Perception (CWC) $2,433,843 + $271,777 supplement · 2015 – 2021
  • Florida Center for Cybersecurity (FC2) · co-PI (PI: Peter Clarke, FIU) Using a Cyberlearning Environment to Enhance Critical Cybersecurity Education $100,000 · 2017