- Interactive and Immersive Displays
- Virtual Reality Applications and Impacts
- Augmented Reality Applications
- Tactile and Sensory Interactions
- Advanced Optical Imaging Technologies
- Innovative Human-Technology Interaction
- Innovative Approaches in Technology and Social Development
- Spatial Cognition and Navigation
- Gaze Tracking and Assistive Technology
- Open Source Software Innovations
- Context-Aware Activity Recognition Systems
- Online Learning and Analytics
- User Authentication and Security Systems
- Visual perception and processing mechanisms
- 3D Modeling in Geospatial Applications
- ICT in Developing Communities
- Advanced Vision and Imaging
- Sport Psychology and Performance
- Sports and Physical Education Research
- Technology Use by Older Adults
- Usability and User Interface Design
- Human Motion and Animation
- Media Influence and Health
- 3D Shape Modeling and Analysis
- Visual and Cognitive Learning Processes
Dalhousie University
2022-2025
Simon Fraser University
2016-2021
University of Tasmania
2014
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...
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...
Previous work hypothesized that for Virtual Reality (VR) and Augmented (AR) displays a mismatch between disparities optical focus cues, known as the vergence accommodation conflict (VAC), affects depth perception thus limits user performance in 3D selection tasks within arm's reach (peri-personal space). To investigate this question, we built multifocal stereo display, which can eliminate influence of VAC pointing investigated distances. In study, participants performed virtual hand task...
Virtual Reality (VR) headsets have made immersive 3D drawing available to the general public. However, compared 2D drawing, presence of an additional dimension makes sketching in VR challenging, since creating precise strokes that are positioned as intended all three dimensions imposes higher demands on users' perception, motor and spatial skills. Another challenge users face is accurate shapes which correctly relative previous ones, they may need use different views plan their next hand...
The presence of a third dimension makes accurate drawing in virtual reality (VR) more challenging than 2D drawing. These challenges include higher demands on spatial cognition and motor skills, as well the potential for mistakes caused by depth perception errors. We present Multiplanes, VR system that supports both flexibility freehand ability to draw shapes 3D affording planar beautified was designed address above-mentioned challenges. Multiplanes generates snapping planes beautification...
Accurate sketching in virtual 3D environments is challenging due to aspects like limited depth perception or the absence of physical support. To address this issue, we propose VRSketchPen – a pen that uses two haptic modalities support without constraining user actions: (1) pneumatic force feedback simulate contact pressure against surfaces and (2) vibrotactile mimic textures while moving over surfaces. evaluate VRSketchPen, conducted lab experiment with 20 participants compare pneumatic,...
Most current commercial Virtual Reality (VR) drawing applications for creativity rely on freehand 3D as their main interaction paradigm. However, the presence of additional third dimension makes accurate challenging. Some systems address this problem by constraining or beautifying user strokes, which can be intrusive and limit expressivity drawing. In paper, we evaluate effectiveness relying solely visual guidance to increase overall shape-likeness. We identified a set common mistakes that...
The Human-computer Interaction (HCI) community has the opportunity to foster integration of research practices across Global South and North begin overcoming colonial relationships. In this paper, we focus on case Latin America (LATAM), where initiatives increase representation HCI practitioners lack a consolidated understanding they employ, factors that influence them, challenges face. To address knowledge gap, employ mixed-methods approach, comprising survey (66 respondents) in-depth...
To understand current practice and explore the potential for more comprehensive evaluations of 3D immersive sketching, drawing, painting, we present a survey evaluation methodologies used in existing sketching research, breakdown discussion important phases (sub-tasks) process, framework that suggests how these factors can inform strategies future research. Existing identified are organized discussed within three high-level categories: 1) evaluating activity, 2) tools, 3) artifacts. The new...
The vergence-accommodation conflict (VAC) limits user performance in current Virtual Reality (VR) systems. In this paper, we investigate the effects of VAC a single-focal VR system using three experimental conditions: with no VAC, constant and varying VAC. Previous work area had yielded conflicting results, so decided to re-investigate issue. Eighteen participants performed an ISO 9241:411 task study that closely replicates previous work, except angle space was rotated 20 degrees downward,...
Virtual Reality (VR) applications like OpenBrush offer artists access to 3D sketching tools within the digital virtual space. These allow users "paint" using strokes that emulate real-world mark-making. Yet, paint these through (unimodal) VR controllers. Given in is a relatively nascent field, this paper investigates ways expand our understanding of space, taking full advantage what an immersive canvas offers. Through study conducted with participation artists, we identify potential methods...
Over the last 20 years, Latin American Human-Computer Interaction (HCI) community has been working to shed light on how diverse populations in region are adopting, using, and making sense of computational technologies. America's tense socio-political context, plurality languages, collectivist culture, historical relationship with Global North make it a unique rich space for HCI research. Considering growing number studies about communities emergent efforts contribute literature, we propose...
Even though VR design applications that support sketching are popular, accurately in mid-air is challenging for users. In this paper, we explore discrete visual guides assist users' stroke accuracy and drawing experience inside the virtual environment. We also present an eye-tracking study compares continuous, discrete, no guide a basic task. Our experiment asks participants to draw circle line using three different types, sizes two orientations. Results indicate more user-friendly than...
Previous work has documented that limitations of current stereo display systems affect depth perception. We performed an experiment to understand if such deficiencies 3D pointing for targets in front a screen and close the user, i.e., peri-personal space. Our compares isolated movements with without change visual virtual targets. Results indicate selecting along axis is slower less throughput than laterally positioned
Multiplanes is a virtual reality (VR) drawing system that provides users with the flexibility of freehand and ability to draw perfect shapes. Through combination both beautified 2D drawing, addresses challenges in creating 3D VR drawings. To achieve this, beautifies user's strokes based on most probable, intended shapes while user them. It also automatically generates snapping planes beautification trigger points previous current controller pose. Based geometrical relationships strokes, act...
Sketching in virtual 3D environments has enabled new forms of artistic expression and a variety novel design use-cases. However, the lack haptic feedback proves to be one main challenges this field. While prior work investigated vibrotactile force-feedback devices, paper proposes addition thermal feedback. We present ThermalPen, pen for sketching that associates texture colour strokes with different properties. For example, fire elicits an increase temperature, while ice causes temperature...
Previous work has shown that the mismatch between disparity and optical focus cues, i.e., vergence accommodation conflict (VAC), affects virtual hand selection in immersive systems. To investigate if VAC also distal pointing with ray casting, we ran a user study an ISO 9241:411 multidirectional task where participants selected 3D targets three different conditions, no VAC, placed roughly at 75 cm, which matches focal plane of VR headset, constant 400 cm from user, varying depth distance...
research-article Lessons from Latin America: embracing horizontality to reconstruct HCI as a pluriverse Share on Authors: Marisol Wong-Villacres Escuela Superior Politécnica del Litoral LitoralView Profile , Adriana Alvarado Garcia Georgia Institute of Technology TechnologyView Karla Badillo-Urquiola University Central Florida FloridaView Mayra Donaji Barrera Machuca Simon Fraser UniversityView Marianela Ciolfi Felice KTH Royal Laura S. Gaytán-Lugo Universidad de Colima ColimaView Oscar A....
Thanks to stand-alone Virtual Reality (VR) advances, users can play realistic simulations of real-life sports at their homes. In these game simulations, players control avatars by doing the same movements as in real life (RL) while playing against a person or AI opponent, making VR attractive for players. this paper, we surveyed popular table tennis community, focusing on understanding demographics, challenges, and experiences with skill transfers between RL. Our results show that, average,...
People with color vision deficiency (CVD) often encounter color-related challenges in their daily life, which are difficult for those non-CVD to comprehend fully. Therefore, we designed a Virtual Reality (VR) serious game, BlueVR , simulate challenging scenarios encountered by people CVD and facilitate understanding from non-CVD. We conducted an empirical study thirty participants six evaluate the opportunities of . Our findings suggest that increased non-CVD’s understanding, awareness,...
We propose the use of 3D mobile interactions as a way to give public displays viewers (users) new ways collaborate among them with display. Getting and maintaining user attention is one main struggles but previous research has shown that collaboration are able engage users more. Our proposed for utilize devices interfaces facilitate user's natural skills control content. The content can also be positioned outside display, which let us explore interaction techniques. present prototype our...
Collaboration has been common in workplaces various engineering settings and our daily activities. However, how to effectively engage collaborators with collaborative tasks long an issue due situational technical constraints. The research this paper addresses the a specific scenario, which is enable users interact public information from their own perspective. We describe 3D mobile interaction technique that allows collaborate other people by creating symmetric ambience. This turn can...
For introductory programming courses, it is crucial to create formative and summarized grading practices that foster growth mindset in students. We explore one way reimagine reorient assignment towards feedback-oriented encouragement for ongoing continuous learning. This practice of mastery encompasses the following key features: (1) students are provided with a comprehensive list specifications, (2) evaluation student work centered on attainment specified criteria, employing nominal scale...