Related papers: Evaluating Perceptual Deviations in Video See-Thro…
Head Mounted Displays (HMDs) allow users to experience virtual reality with a great level of immersion. However, even simple physical tasks like drinking a beverage can be difficult and awkward while in a virtual reality experience. We…
Size and distance perception in Virtual Reality (VR) have been widely studied, albeit in a controlled laboratory setting with a small number of participants. We describe a fully remote perceptual study with a gamified protocol to encourage…
Recently, extended reality (XR) displays including augmented reality (AR) and virtual reality (VR) have integrated eye tracking capabilities, which could enable novel ways of interacting with XR content. The vergence angle of the eyes…
Virtual reality (VR) not only allows head-mounted display (HMD) users to immerse themselves in virtual worlds but also to share them with others. When designed correctly, this shared experience can be enjoyable. However, in typical…
Mobile gaze tracking involves inferring a user's gaze point or direction on a mobile device's screen from facial images captured by the device's front camera. While this technology inspires an increasing number of gaze-interaction…
Head tracking in head-mounted displays (HMDs) enables users to explore a 360-degree virtual scene with free head movements. However, for seated use of HMDs such as users sitting on a chair or a couch, physically turning around 360-degree is…
Virtual reality (VR) allows users to see and manipulate virtual scenes and items through input devices, like head-mounted displays. In this study, the effects of button size, spacing, and depth on the usability of virtual buttons in VR…
In automotive domain, operation of secondary tasks like accessing infotainment system, adjusting air conditioning vents, and side mirrors distract drivers from driving. Though existing modalities like gesture and speech recognition systems…
By comparing biological and artificial perception through the lens of illusions, we highlight critical differences in how each system constructs visual reality. Understanding these divergences can inform the development of more robust,…
This manuscript investigates and proposes a visual gaze tracker that tackles the problem using only an ordinary web camera and no prior knowledge in any sense (scene set-up, camera intrinsic and/or extrinsic parameters). The tracker we…
Do patterns of eye-hand coordination observed during real-world object interactions apply to digital, screen-based object interactions? We adapted a real-world object interaction task (physically transferring cups in sequence about a…
With rapid developments in consumer-level head-mounted displays and computer graphics, immersive VR has the potential to take online and remote learning closer to real-world settings. However, the effects of such digital transformations on…
A paradigm for the design of systems that manage level of detail in virtual environments is proposed. As an example of the prototyping step in this paradigm, a user study was performed to evaluate the effectiveness of high detail insets…
Optical see-through head-mounted displays (OST HMDs) are a major output medium for Augmented Reality, which have seen significant growth in popularity and usage among the general public due to the growing release of consumer-oriented…
With an ever-increasing number of mobile devices competing for our attention, quantifying when, how often, or for how long users visually attend to their devices has emerged as a core challenge in mobile human-computer interaction.…
The emergence of mobile eye trackers embedded in next generation smartphones or VR displays will make it possible to trace not only what objects we look at but also the level of attention in a given situation. Exploring whether we can…
Our interactions with technology do not just shape our individual experiences. They also affect people around us. Although previous research has addressed such "witness" experiences, the actual effect of interaction design on the witness…
In the present change blindness study subjects explored stereoscopic three dimensional (3D) environments through a virtual reality (VR) headset. A novel method that tracked the subjects' head movements was used for inducing changes in the…
Large curved displays inside Virtual Reality environments are becoming popular for visualizing high-resolution content during analytical tasks, gaming or entertainment. Prior research showed that such displays provide a wide field of view…
This paper analyzes the distracted pedestrians' waiting time before crossing the road in three conditions: 1) not distracted, 2) distracted with a smartphone and 3) distracted with a smartphone in the presence of virtual flashing LED lights…