Colorado State University · Dept. of Computer Science · An XR & Human-Centered AI Lab

We put humans first in every interaction with the next generation of technology.

We design and study gesture, speech, and gaze interaction for augmented and virtual reality. As intelligent systems become the interface, we're extending that work toward human-centered AI — technology that fits people, and that people can use naturally, effectively, and safely.

Latest from the lab Paper Comparing Gesture Elicitation in Virtual and Augmented Reality Aug 2, 2026 →
$5.5M+
External funding · CSU, since Fall 2018
NSF CAREER
+ ONR, DARPA, Dan Marino Foundation
130+
Peer-reviewed publications
4
US patents · 2 sites (CSU & FIU)

Natural User Interaction Laboratory

An XR & Human-Centered AI Lab · Colorado State University, Department of Computer Science

Lab life

Inside the NUILab

Conferences, demos, and the team at work. A gentle rolling deck — pauses when you hover or focus, and holds still if you prefer reduced motion.

Two smiling lab members wearing augmented-reality headsets during a hand-gesture study, with a gesture agreement-rate chart drawn on the whiteboard behind them.
Four NUILab members at the AR/VR CSU exhibition booth, one holding a white VR headset, with naval-training demos on screens behind them.
Fourteen lab members posing together in the lab around Francisco Ortega, several holding VR headsets and a haptic glove.
Five students holding a large second-place ceremonial check for Team Yeti at the 2022 CSU VR Hackathon awards.
Francisco Ortega in doctoral regalia with two graduating students in caps and gowns at commencement, one flashing a peace sign.
A lab member at an outdoor Colorado State University table in a park, with a VR headset and consent forms laid out for a community study.
Close-up of a Microsoft HoloLens 2 augmented-reality headset, with a white Meta Quest 3 in soft focus behind it.
Fifteen lab members and friends posing together at a restaurant beneath a wall of colorful woven decorations.
Francisco Ortega in a green Colorado State polo holding a HoloLens 2 headset in the lab, an AR scene visible on the monitor behind him.
The research group around a large conference table sharing food during a holiday lab meeting, one member in a Santa hat.
About twenty lab members and friends standing together on a sunny lawn at a spring get-together.
Close-up silhouette of lightweight augmented-reality smart glasses on a desk, backlit by a bright window.

Research

Seven areas, one question

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

XR Input Devices and Interaction Techniques: From Unimodal/Multimodal User Interaction to Intelligent User Interfaces

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.

NSF CAREER · NSF CRII
Explore this area — XR Input Devices and Interaction Techniques: From Unimodal/Multimodal User Interaction to Intelligent User Interfaces

XR Visual Search and Notifications

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?

Office of Naval Research
Explore this area — XR Visual Search and Notifications

XR Training & Education

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.

ONR · NSF
Explore this area — XR Training & Education

XR for Health & Wellbeing

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.

Dan Marino Foundation · CSU
Explore this area — XR for Health & Wellbeing

XR Accessibility

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’s way. The community is what matters, and in our research we always follow Charlton’s principle: “Nothing About Us Without Us.”

Dan Marino Foundation
Explore this area — XR Accessibility

Human-Centered AI: Neuromorphic Computing, Human-AI Decision Making, and Agentic-AI

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?

DARPA · NSF
Explore this area — Human-Centered AI: Neuromorphic Computing, Human-AI Decision Making, and Agentic-AI

XR Systems: Networking, Cybersecurity, and Privacy

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.

NSF CCRI
Explore this area — XR Systems: Networking, Cybersecurity, and Privacy

Why it matters

Research with people at the center

The technical work points somewhere human — mental health, accessibility, and helping people learn and perform.

Calmer minds, in VR

Forest-bathing environments that measurably reduce stress — exploring how virtual nature can support mental health.

Interfaces that include

Designing user interfaces for young adults with autism, with the Dan Marino Foundation — technology that meets people where they are.

A wider door to CS

Using VR to study how immersive experiences shape interest and retention in computing — so more students find their place in the field.

People

The team

A multidisciplinary group — computer science, psychology, human factors, and more.

Meet everyone & alumni →
Portrait of Francisco R. Ortega.

Francisco R. Ortega

Director · Associate Professor
Portrait of Vidya Gaddy.

Vidya Gaddy

Ph.D. Student · Instructor, Dept. of CS
Portrait of Melia Henrichsen.

Melia Henrichsen

M.S. Student
Portrait of Aidan Sim.

Aidan Sim

Undergraduate Researcher