2022
Tahmid, Ibrahim A; Lisle, Lee; Davidson, Kylie; North, Chris; Bowman, Doug A
Evaluating the Benefits of Explicit and Semi-Automated Clusters for Immersive Sensemaking Conference
International Symposium on Mixed and Augmented Reality, 2022.
@conference{tahmidevaluating,
title = {Evaluating the Benefits of Explicit and Semi-Automated Clusters for Immersive Sensemaking},
author = {Ibrahim A Tahmid and Lee Lisle and Kylie Davidson and Chris North and Doug A Bowman},
year = {2022},
date = {2022-10-17},
urldate = {2022-10-17},
publisher = {International Symposium on Mixed and Augmented Reality},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Giovannelli, Alexander; Lisle, Lee; Bowman, Doug A
Exploring the Impact of Visual Information on Intermittent Typing in Virtual Reality Conference
2022 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 2022, ISSN: 1554-7868.
@conference{giovannellivrtyping,
title = { Exploring the Impact of Visual Information on Intermittent Typing in Virtual Reality},
author = {Alexander Giovannelli and Lee Lisle and Doug A Bowman},
doi = {10.1109/ISMAR55827.2022.00014},
issn = {1554-7868},
year = {2022},
date = {2022-10-17},
urldate = {2022-10-17},
booktitle = {2022 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)},
pages = {8-17},
abstract = {For touch typists, using a physical keyboard ensures optimal text entry task performance in immersive virtual environments. However, successful typing depends on the user’s ability to accurately position their hands on the keyboard after performing other, non-keyboard tasks. Finding the correct hand position depends on sensory feedback, including visual information. We designed and conducted a user study where we investigated the impact of visual representations of the keyboard and users’ hands on the time required to place hands on the homing bars of a keyboard after performing other tasks. We found that this keyboard homing time decreased as the fidelity of visual representations of the keyboard and hands increased, with a video pass-through condition providing the best performance. We discuss additional impacts of visual representations of a user’s hands and the keyboard on typing performance and user experience in virtual reality.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Davari, Shakiba
[DC] Context-Aware Inference and Adaptation in Augmented Reality Conference
2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2022.
@conference{Davari2022DC,
title = {[DC] Context-Aware Inference and Adaptation in Augmented Reality},
author = {Shakiba Davari },
doi = {DOI 10.1109/VRW55335.2022.00320},
year = {2022},
date = {2022-03-16},
pages = {938-939},
publisher = {2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)},
abstract = {The recent developments in Augmented Reality (AR) eyeglasses promise the potential for more efficient and reliable information access. This reinforces the widespread belief that AR Glasses are the next generation of personal computing devices, providing efficient information access to the user all day, every day. However, to realize this vision of all-day wearable AR, the AR interface must address the challenges that constant and pervasive presence of virtual content may cause. Throughout the day, as the user's context switches, an optimal all-day interface must adapt its virtual content display and interactions. The optimal interface, that is the most efficient yet least intrusive, in one context may be the worst interface for another context. This work aims to propose a research agenda to design and validate different adaptation techniques and context-aware AR interfaces and introduce a framework for the design of such intelligent interfaces.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Davari, Shakiba; Lu, Feiyu; Bowman, Doug A
Validating the Benefits of Glanceable and Context-Aware Augmented Reality for Everyday Information Access Tasks Conference
2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 2022.
@conference{Davari2022validate,
title = {Validating the Benefits of Glanceable and Context-Aware Augmented Reality for Everyday Information Access Tasks},
author = {Shakiba Davari and Feiyu Lu and Doug A Bowman},
url = {https://wordpress.cs.vt.edu/3digroup/validatepaper/},
doi = {10.1109/VR51125.2022.00063},
year = {2022},
date = {2022-03-16},
publisher = {2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)},
abstract = {Glanceable Augmented Reality interfaces have the potential to provide fast and efficient information access for the user. However, where to place the virtual content and how to access them depend on the user context. We designed a Context-Aware AR interface that can intelligently adapt for two different contexts: solo and social. We evaluated information access using Context-Aware AR compared to current mobile phones and non-adaptive Glanceable AR interfaces. We found that in a solo scenario, compared to a mobile phone, the Context-Aware AR interface was preferred, easier, and significantly faster; it improved the user experience; and it allowed the user to better focus on their primary task. In the social scenario, we discovered that the mobile phone was slower, more intrusive, and perceived as the most difficult. Meanwhile, Context-Aware AR was faster for responding to information needs triggered by the conversation; it was preferred and perceived as the easiest for resuming conversation after information access; and it improved the user’s awareness of the other person's facial expressions. },
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Li, Yuan; Tahmid, Ibrahim A; Lu, Feiyu; Bowman, Doug A
Evaluation of Pointing Ray Techniques for Distant Object Referencing in Model-Free Outdoor Collaborative Augmented Reality Journal Article
In: IEEE Transactions on Visualization and Computer Graphics, vol. 28, no. 11, pp. 3896–3906, 2022.
@article{li2022evaluation,
title = {Evaluation of Pointing Ray Techniques for Distant Object Referencing in Model-Free Outdoor Collaborative Augmented Reality},
author = {Yuan Li and Ibrahim A Tahmid and Feiyu Lu and Doug A Bowman},
year = {2022},
date = {2022-01-01},
journal = {IEEE Transactions on Visualization and Computer Graphics},
volume = {28},
number = {11},
pages = {3896--3906},
publisher = {IEEE},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
2021
Lu, Feiyu; Davari, Shakiba; Bowman, Doug
Exploration of Techniques for Rapid Activation of Glanceable Information in Head-Worn Augmented Reality Conference
Symposium on Spatial User Interaction, SUI '21 Association for Computing Machinery, Virtual Event, USA, 2021, ISBN: 9781450390910.
@conference{10.1145/3485279.3485286,
title = {Exploration of Techniques for Rapid Activation of Glanceable Information in Head-Worn Augmented Reality},
author = {Feiyu Lu and Shakiba Davari and Doug Bowman},
url = {https://doi.org/10.1145/3485279.3485286},
doi = {10.1145/3485279.3485286},
isbn = {9781450390910},
year = {2021},
date = {2021-11-09},
booktitle = {Symposium on Spatial User Interaction},
publisher = {Association for Computing Machinery},
address = {Virtual Event, USA},
series = {SUI '21},
abstract = {Future augmented reality (AR) glasses may provide pervasive and continuous access
to everyday information. However, it remains unclear how to address the issue of virtual
information overlaying and occluding real-world objects and information that are of
interest to users. One approach is to keep virtual information sources inactive until
they are explicitly requested, so that the real world remains visible. In this research,
we explored the design of interaction techniques with which users can activate virtual
information sources in AR. We studied this issue in the context of Glanceable AR,
in which virtual information resides at the periphery of the user’s view. We proposed
five techniques and evaluated them in both sitting and walking scenarios. Our results
demonstrate the usability, user preference, and social acceptance of each technique,
as well as design recommendations to achieve optimal performance. Our findings can
inform the design of lightweight techniques to activate virtual information displays
in future everyday AR interfaces.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
to everyday information. However, it remains unclear how to address the issue of virtual
information overlaying and occluding real-world objects and information that are of
interest to users. One approach is to keep virtual information sources inactive until
they are explicitly requested, so that the real world remains visible. In this research,
we explored the design of interaction techniques with which users can activate virtual
information sources in AR. We studied this issue in the context of Glanceable AR,
in which virtual information resides at the periphery of the user’s view. We proposed
five techniques and evaluated them in both sitting and walking scenarios. Our results
demonstrate the usability, user preference, and social acceptance of each technique,
as well as design recommendations to achieve optimal performance. Our findings can
inform the design of lightweight techniques to activate virtual information displays
in future everyday AR interfaces.
Pavanatto, Leonardo
Designing Augmented Reality Virtual Displays for Productivity Work Conference
Doctoral consortium of the IEEE International Symposium on Mixed and Augmented Reality (ISMAR), IEEE, 2021.
@conference{pavanatto_dc_2021,
title = {Designing Augmented Reality Virtual Displays for Productivity Work},
author = {Leonardo Pavanatto},
year = {2021},
date = {2021-10-04},
booktitle = {Doctoral consortium of the IEEE International Symposium on Mixed and Augmented Reality (ISMAR)},
pages = {2},
publisher = {IEEE},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Davari, Shakiba; Lu, Feiyu; Li, Yuan; Zhang, Lei; Lisle, Lee; Feng, Xueting; Blustein, Leslie; Bowman, Doug A
Integrating Everyday Proxy Objects in Multi-Sensory Virtual Reality Storytelling Workshop
Workshop on Everyday Proxy Objects for Virtual Reality (EPO4VR), CHI 2021, Yokohama, Japan, 2021.
@workshop{davari2021integrating,
title = {Integrating Everyday Proxy Objects in Multi-Sensory Virtual Reality Storytelling},
author = {Shakiba Davari and Feiyu Lu and Yuan Li and Lei Zhang and Lee Lisle and Xueting Feng and Leslie Blustein and Doug A Bowman },
url = {http://epo4vr.dfki.de/assets/papers/davari2021vrstorytelling.pdf},
year = {2021},
date = {2021-05-08},
booktitle = { Workshop on Everyday Proxy Objects for Virtual Reality (EPO4VR)},
publisher = {CHI 2021},
address = {Yokohama, Japan},
abstract = {We describe design research on the use of multiple physical proxy
objects to create an engaging and compelling virtual reality experience. Physical proxies, such as a camera prop that integrates a
help system into the storyline, enhance tactile immersion and may
result in improved presence. We use plausible storytelling elements
tied to passive haptics and reuse a single tracking device to track
multiple physical proxies. },
keywords = {},
pubstate = {published},
tppubtype = {workshop}
}
objects to create an engaging and compelling virtual reality experience. Physical proxies, such as a camera prop that integrates a
help system into the storyline, enhance tactile immersion and may
result in improved presence. We use plausible storytelling elements
tied to passive haptics and reuse a single tracking device to track
multiple physical proxies.
Lu, Feiyu; Bowman, Doug A
Evaluating the potential of Glanceable AR interfaces for authentic everyday uses Conference
2021 IEEE Virtual Reality and 3D User Interfaces (VR), IEEE 2021.
BibTeX | Links:
@conference{lu2021evaluating,
title = {Evaluating the potential of Glanceable AR interfaces for authentic everyday uses},
author = {Feiyu Lu and Doug A Bowman},
doi = {https://doi.org/10.1109/VR50410.2021.00104},
year = {2021},
date = {2021-01-01},
booktitle = {2021 IEEE Virtual Reality and 3D User Interfaces (VR)},
pages = {768--777},
organization = {IEEE},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Lisle, Lee; Davidson, Kylie; Gitre, Edward JK; North, Chris; Bowman, Doug A
Sensemaking Strategies with Immersive Space to Think Conference
2021 IEEE Virtual Reality and 3D User Interfaces (VR), IEEE 2021.
BibTeX | Links:
@conference{lisle2021sensemaking,
title = {Sensemaking Strategies with Immersive Space to Think},
author = {Lee Lisle and Kylie Davidson and Edward JK Gitre and Chris North and Doug A Bowman},
doi = {https://doi.org/10.1109/VR50410.2021.00077},
year = {2021},
date = {2021-01-01},
booktitle = {2021 IEEE Virtual Reality and 3D User Interfaces (VR)},
pages = {529--537},
organization = {IEEE},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Zhang, Lei; Lu, Feiyu; Tahmid, Ibrahim Asadullah; Davari, Shakiba; Lisle, Lee; Gutkowski, Nicolas; Schlueter, Luke; Bowman, Doug A
Fantastic Voyage 2021: Using Interactive VR Storytelling to Explain Targeted COVID-19 Vaccine Delivery to Antigen-presenting Cells Conference
2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), IEEE 2021.
@conference{zhang2021fantastic,
title = {Fantastic Voyage 2021: Using Interactive VR Storytelling to Explain Targeted COVID-19 Vaccine Delivery to Antigen-presenting Cells},
author = {Lei Zhang and Feiyu Lu and Ibrahim Asadullah Tahmid and Shakiba Davari and Lee Lisle and Nicolas Gutkowski and Luke Schlueter and Doug A Bowman},
doi = {https://doi.org/10.1109/VRW52623.2021.00230},
year = {2021},
date = {2021-01-01},
booktitle = {2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)},
pages = {695--696},
organization = {IEEE},
abstract = {Science storytelling is an effective way to turn abstract scientific concepts into easy-to-understand narratives. Science storytelling in immersive virtual reality (VR) can further optimize learning by leveraging rich interactivity in a virtual environment and creating an engaging learning-by-doing experience. In the current context of the COVID-19 pandemic, we propose a solution to use interactive storytelling in immersive VR to promote science education for the general public on the topic of COVID-19 vaccination. The educational VR storytelling experience we have developed uses sci-fi storytelling, adventure and VR gameplay to illustrate how COVID-19 vaccines work. After playing the experience, users will understand how the immune system in the human body reacts to a COVID-19 vaccine so that it is prepared for a future infection from the real virus.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Pavanatto, Leonardo; North, Chris; Bowman, Doug A; Badea, Carmen; Stoakley, Richard
Do we still need physical monitors? An evaluation of the usability of AR virtual monitors for productivity work Conference
2021 IEEE Virtual Reality and 3D User Interfaces (VR), IEEE 2021.
BibTeX | Links:
@conference{pavanatto2021we,
title = {Do we still need physical monitors? An evaluation of the usability of AR virtual monitors for productivity work},
author = {Leonardo Pavanatto and Chris North and Doug A Bowman and Carmen Badea and Richard Stoakley},
doi = {https://doi.org/10.1109/VR50410.2021.00103},
year = {2021},
date = {2021-01-01},
booktitle = {2021 IEEE Virtual Reality and 3D User Interfaces (VR)},
pages = {759--767},
organization = {IEEE},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Li, Yuan; Hu, Donghan; Wang, Boyuan; Bowman, Doug A; Lee, Sang Won
The Effects of Incorrect Occlusion Cues on the Understanding of Barehanded Referencing in Collaborative Augmented Reality Journal Article
In: Frontiers in Virtual Reality, vol. 2, pp. 76, 2021.
BibTeX | Links:
@article{li2021effects,
title = {The Effects of Incorrect Occlusion Cues on the Understanding of Barehanded Referencing in Collaborative Augmented Reality},
author = {Yuan Li and Donghan Hu and Boyuan Wang and Doug A Bowman and Sang Won Lee},
doi = {https://doi.org/10.3389/frvir.2021.681585},
year = {2021},
date = {2021-01-01},
journal = {Frontiers in Virtual Reality},
volume = {2},
pages = {76},
publisher = {Frontiers},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Lisle, Lee; Davidson, Kylie; Gitre, Edward J K; North, Chris; Bowman, Doug A
Sensemaking Strategies with Immersive Space to Think Inproceedings
In: 2021 IEEE Virtual Reality and 3D User Interfaces (VR), pp. 529-537, 2021.
BibTeX | Links:
@inproceedings{9417736,
title = {Sensemaking Strategies with Immersive Space to Think},
author = {Lee Lisle and Kylie Davidson and Edward J K Gitre and Chris North and Doug A Bowman},
doi = {10.1109/VR50410.2021.00077},
year = {2021},
date = {2021-01-01},
booktitle = {2021 IEEE Virtual Reality and 3D User Interfaces (VR)},
pages = {529-537},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2020
Davari, Shakiba; Lu, Feiyu; Bowman, Doug A
Occlusion Management Techniques for Everyday Glanceable AR Interfaces Conference
2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), IEEE 2020.
@conference{davari2020occlusion,
title = {Occlusion Management Techniques for Everyday Glanceable AR Interfaces},
author = {Shakiba Davari and Feiyu Lu and Doug A Bowman},
doi = {10.1109/VRW50115.2020.00072},
year = {2020},
date = {2020-01-01},
booktitle = {2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)},
pages = {324--330},
organization = {IEEE},
abstract = {To maintain safety and awareness of the real world while using head-worn AR glasses, it is essential for the system to manage occlusions involving virtual content that blocks the user’s view of the real world. We study this issue in the context of Glanceable AR interfaces, which involve presenting virtual information that the user can quickly access as a secondary task while performing other tasks in the real or virtual worlds. We propose eight different techniques to resolve these occlusions. The techniques differ in their content prioritization, automation level, and adaptation mechanism for resolving occlusion. We designed an experiment to understand the user experience with the techniques in a scenario that required both awareness of the real world and information access with the digital content. We measured task performance and user preference. The results show that techniques that prioritize real world viewing and those that automatically resolve occlusions result in better task performance. These techniques are also preferred by users, particularly when translucency is used to resolve occlusions. Despite the ease of information access, techniques that prioritize viewing of the virtual content were seen as less desirable by participants.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Lu, Feiyu; Davari, Shakiba; Lisle, Lee; Li, Yuan; Bowman, Doug A
Glanceable AR: Evaluating Information Access Methods for Head-Worn Augmented Reality Conference
2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), IEEE 2020.
@conference{lu2020glanceable,
title = {Glanceable AR: Evaluating Information Access Methods for Head-Worn Augmented Reality},
author = {Feiyu Lu and Shakiba Davari and Lee Lisle and Yuan Li and Doug A Bowman},
doi = {10.1109/VR46266.2020.00113},
year = {2020},
date = {2020-01-01},
booktitle = {2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)},
pages = {930--939},
organization = {IEEE},
abstract = {Augmented reality head-worn displays (AR HWDs) have the potential to assist personal computing and the acquisition of everyday information. In this research, we propose Glanceable AR, an interaction paradigm for accessing information in AR HWDs. In Glanceable AR, secondary information resides at the periphery of vision to stay unobtrusive and can be accessed by a quick glance whenever needed. We propose two novel hands-free interfaces: "head-glance", in which virtual contents are fixed to the user’s body and can be accessed by head rotation, and "gaze-summon" in which contents can be "summoned" into central vision by eye-tracked gazing at the periphery. We compared these techniques with a baseline heads-up display (HUD), which we call "eye-glance" interface in two dual-task scenarios. We found that the head-glance and eye-glance interfaces are more preferred and more efficient than the gaze-summon interface for discretionary information access. For a continuous monitoring task, the eye-glance interface was preferred. We discuss the implications of our findings for designing Glanceable AR interfaces in AR HWDs.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Yu, Run; Bowman, Doug A
Pseudo-Haptic Display of Mass and Mass Distribution During Object Rotation in Virtual Reality Journal Article
In: IEEE Transactions on Visualization and Computer Graphics, vol. 26, no. 5, pp. 2094–2103, 2020.
BibTeX | Links:
@article{yu2020pseudo,
title = {Pseudo-Haptic Display of Mass and Mass Distribution During Object Rotation in Virtual Reality},
author = {Run Yu and Doug A Bowman},
doi = {10.1109/TVCG.2020.2973056},
year = {2020},
date = {2020-01-01},
journal = {IEEE Transactions on Visualization and Computer Graphics},
volume = {26},
number = {5},
pages = {2094--2103},
publisher = {IEEE},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Li, Yuan
Spatial Referencing for Anywhere, Anytime Augmented Reality Conference
2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), IEEE 2020.
BibTeX | Links:
@conference{li2020spatial,
title = {Spatial Referencing for Anywhere, Anytime Augmented Reality},
author = {Yuan Li},
doi = {10.1109/VRW50115.2020.00129},
year = {2020},
date = {2020-01-01},
booktitle = {2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)},
pages = {555--556},
organization = {IEEE},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Lisle, Lee
The Immersive Space to Think: Immersive Analytics for Multimedia Data Conference
2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), IEEE 2020.
BibTeX | Links:
@conference{lisle2020dc,
title = {The Immersive Space to Think: Immersive Analytics for Multimedia Data},
author = {Lee Lisle},
doi = {10.1109/VRW50115.2020.00127},
year = {2020},
date = {2020-01-01},
booktitle = {2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)},
pages = {551--552},
organization = {IEEE},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
Pavanatto, Leonardo; Lu, Feiyu; Davari, Shakiba; Harris, Emily; Folino, Anthony; Imamov, Samat; Chekuri, Satvik; Blustein, Leslie; Lages, Wallace S; Bowman, Doug A
Get the job! An immersive simulation of sensory overload Conference
2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), IEEE 2020.
@conference{pavanatto2020get,
title = {Get the job! An immersive simulation of sensory overload},
author = {Leonardo Pavanatto and Feiyu Lu and Shakiba Davari and Emily Harris and Anthony Folino and Samat Imamov and Satvik Chekuri and Leslie Blustein and Wallace S Lages and Doug A Bowman},
doi = {10.1109/VRW50115.2020.00106},
year = {2020},
date = {2020-01-01},
booktitle = {2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)},
pages = {509--510},
organization = {IEEE},
abstract = {This paper presents our solution to the 2020 3DUI Contest Challenge. We aim to provide a compelling virtual reality experience that helps users experience the daily challenges of people with sensory issues. In the story we designed, users need to catch a taxi and get to a job interview on time. To achieve this goal, they must deal with hypo- and hypersensitivity symptoms, and interactively overcome them. Our demo encourages empathy and awareness of the challenges faced by people with sensory issues.},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}