- Interactive and Immersive Displays
- Tactile and Sensory Interactions
- Virtual Reality Applications and Impacts
- Augmented Reality Applications
- Gaze Tracking and Assistive Technology
- Data Visualization and Analytics
- Usability and User Interface Design
- Advanced Optical Imaging Technologies
- Computer Graphics and Visualization Techniques
- Spatial Cognition and Navigation
- Advanced Vision and Imaging
- Human Motion and Animation
- Web Data Mining and Analysis
- Teleoperation and Haptic Systems
- Multimedia Communication and Technology
- Hand Gesture Recognition Systems
- 3D Shape Modeling and Analysis
- Speech and dialogue systems
- Innovative Human-Technology Interaction
- Visual and Cognitive Learning Processes
- Software Engineering Research
- Robotics and Sensor-Based Localization
- 3D Surveying and Cultural Heritage
- Evacuation and Crowd Dynamics
- Image and Video Quality Assessment
Simon Fraser University
2016-2025
York University
2008-2023
TU Wien
2013
University of York
2012
Virginia Tech
2006
Keele University
2004
University of North Carolina at Chapel Hill
1999
The dynamic range of many real-world environments exceeds the capabilities current display technology by several orders magnitude. In this paper we discuss design two different systems that are capable displaying images with a much more similar to encountered in real world. first system is based on combination an LCD panel and DLP projector, can be built from off-the-shelf components. While feasible lab setting, second system, which relies custom-built LED instead suitable for usual office...
A big challenge in current systems biology research arises when different types of data must be accessed from separate sources and visualized using tools. The high cognitive load required to navigate such a workflow is detrimental hypothesis generation. Accordingly, there need for robust platform that incorporates all provides integrated search, analysis, visualization features through single portal. Here, we present ePlant (http://bar.utoronto.ca/eplant), visual analytic tool exploring...
Researchers have proposed many text entry systems to enable users perform this frequent task as quickly and precise possible. Unfortunately the reported data varies widely it is difficult extract meaningful average speeds error rates from body of work. In article we collect well-designed well-reported experiments for most important methods, including those handheld devices. Our survey results show that thumb keyboard fastest method after standard QWERTY keyboard, Twiddler amongst non-QWERTY...
We investigate the effects of input device latency and spatial jitter on 2D pointing tasks 3D object movement tasks. First, we characterize in a tracking an optical mouse used as baseline comparison. then present experiment based ISO 9241-9, which measures performance characteristics devices. artificially introduce to compared results tracker. Results indicate that has much stronger effect human than low amounts jitter. In second study, use subset conditions from first test movement. The...
We present three experiments that systematically examine pointing tasks in fish tank VR using the ISO 9241-9 standard. All used a tracked stylus for both direct touch and ray-based technique. Mouse-based techniques were also studied. Our goal was to investigate means of comparing 2D 3D techniques. The first experiment task constrained display surface, allowing validation against other studies. second targets stereoscopically presented above parallel display, i.e., same task, but without...
Gestural interaction has become increasingly popular, as enabling technologies continue to transition from research retail. The mobility of miniaturized (and invisible) introduces new uses for gesture recognition. This paper investigates single-hand microgestures (SHMGs), detailed gestures in a small space. SHMGs are suitable the mobile and discrete nature interactions ubiquitous computing. However, there been lack end-user input design such gestures. We performed user-elicitation study with...
A Space-Time Cube enables analysts to clearly observe spatio-temporal features in movement trajectory datasets geovisualization. However, its general usability is impacted by a lack of depth cues, reported steep learning curve, and the requirement for efficient 3D navigation. In this work, we investigate Immersive Analytics domain. Based on review previous work selecting an appropriate exploration metaphor, built prototype environment where cube coupled virtual representation analyst's real...
Quantifying cumulative arm muscle fatigue is a critical factor in understanding, evaluating, and optimizing user experience during prolonged mid-air interaction. A reasonably accurate estimation of requires an estimate individual's strength. However, there no easy-to-access method to measure individual strength accommodate inter-individual differences. Furthermore, influenced by both psychological physiological factors, but current HCI model provides good estimates subjective fatigue. We...
Controllers are currently the typical input device for commercial Virtual Reality (VR) systems. Yet, such controllers not as efficient other devices, including mouse. This motivates us to investigate devices that substantially exceed controller's performance, both VR and Augmented (AR) We performed a user study compare several mouse, controller, 3D pen-like on AR pointing task. Our results show pen significantly outperforms modern in all evaluated measures it is comparable Participants also...
The limitations of stereo display systems affect depth perception, e.g., due to the vergence-accommodation conflict or diplopia. We performed three studies understand how deficiencies impact 3D pointing for targets in front a screen and close user, i.e., peripersonal space. Our first two experiments compare movements with without change visual virtual respectively physical targets. Results indicate that selecting along axis is slower has less throughput targets, while demonstrates opposite...
In every century, there are different apparatuses that redefining and refining the notion of immersion. After experiencing panoramas, planetariums or even IMAX movies, we now longing to see whether VR can really fulfil our expectations. We ...
While a pinch action is gaining popularity for selection of virtual objects in eye-gaze-based systems, it still unknown how well this method performs compared to other popular alternatives, e.g., button click or dwell action. To determine pinch's performance terms execution time, error rate, and throughput, we implemented Fitts' law task Virtual Reality (VR) where the subjects pointed with their (eye-)gaze selected / activated targets by pinch, clicking button, dwell. Results revealed that...
Previous research has shown the positive effects of exposure to real and virtual nature. To investigate how such benefits might generalize ever-more-prevalent workplaces, we examined absence or presence plants in an office environment Virtual Reality (VR) on users' cognitive performance psychological well-being. The results our user study with 39 participants show that plants, performed significantly better both short-term memory creativity tasks. Furthermore, they reported higher well-being...
Article Free Access Share on MMR: an interactive massive model rendering system using geometric and image-based acceleration Authors: Daniel Aliaga Lucent Technologies Bell Laboratories, Murray Hill, NJ Department of Computer Science, University North Carolina at Chapel Hill HillView Profile , Jon Cohen Dept. Johns Hopkins University, Baltimore., MD Andrew Wilson Eric Baker Hansong Zhang Silicon Graphics Inc., Mountain View, CA Carl Erikson Kenny Hoff Tom Hudson Wolfgang Stuerzlinger York...
User interfaces are becoming more and complex. Adaptable adaptive have been proposed to address this issue previous studies shown that users prefer they can adapt self-adjusting ones. However, most existing systems provide with little support for adapting their interfaces. Interface customization techniques still very primitive usually constricted particular applications. In paper, we present Façades, a system provides simple ways adapt, reconfigure, re-combine graphical interfaces, through...
Three-dimensional user interfaces (3D UIs) let users interact with virtual objects, environments, or information using direct 3D input in the physical and/or space. In this article, founders and organizers of IEEE Symposium on User Interfaces reflect state art several key aspects UIs speculate future research.
Interactive computing systems frequently use pointing as an input modality, while also supporting other forms of such alphanumeric, voice, gesture, and force.
We present a study of cursors for selecting 2D-projected 3D targets. compared stereo- and mono-rendered (one-eyed) cursor using two mouse-based remote pointing techniques in Fitts' law experiment. The first experiment used targets at fixed depths. Results indicate that one-eyed only improve screen-plane techniques, constant target depth does not influence throughput. A second included between varying depths "screen-plane" techniques. Our results suggest the absence stereo cue conflicts,...
Most AR and VR headsets use stereoscopic displays to show virtual objects in 3D. However, the limitations of current stereo display systems affect depth perception through conflicting cues, which then also hand interaction peri-personal space, i.e., within arm's reach. We performed a Fitts' law experiment better understand impact deficiencies on pointing at close-by targets arranged laterally or along line sight. According our results, movement direction corresponding change target time...
Walking has always been considered as the gold standard for navigation in Virtual Reality research. Though full rotation is no longer a technical challenge, physical translation still restricted through limited tracked areas. While rotational information shown to be important, benefit of translational component unclear with mixed results previous work. To address this gap, we conducted mixed-method experiment compare four levels cues and control: none (using trackpad HTC Vive controller...
In this work, we evaluate two standard interaction techniques for Immersive Analytics environments: virtual hands, with actions such as grabbing and stretching, ray pointers, assigned to controller buttons. We also consider a third option: seamlessly integrating both modes allowing the user alternate between them without explicit mode switches. Easy-to-use data visualizations in Virtual Reality enables analysts intuitively query or filter data, addition benefit of multiple perspectives...