2022
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},
url = {https://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=9873964},
doi = {10.1109/TVCG.2022.3203094},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
journal = {IEEE Transactions on Visualization and Computer Graphics},
volume = {28},
number = {11},
pages = {3896--3906},
publisher = {IEEE},
abstract = {Referencing objects of interest is a common requirement in many collaborative tasks. Nonetheless, accurate object referencing at a distance can be challenging due to the reduced visibility of the objects or the collaborator and limited communication medium. Augmented Reality (AR) may help address the issues by providing virtual pointing rays to the target of common interest. However, such pointing ray techniques can face critical limitations in large outdoor spaces, especially when the environment model is unavailable. In this work, we evaluated two pointing ray techniques for distant object referencing in model-free AR from the literature: the Double Ray technique enhancing visual matching between rays and targets, and the Parallel Bars technique providing artificial orientation cues. Our experiment in outdoor AR involving participants as pointers and observers partially replicated results from a previous study that only evaluated observers in simulated AR. We found that while the effectiveness of the Double Ray technique is reduced with the additional workload for the pointer and human pointing errors, it is still beneficial for distant object referencing.},
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.
Lisle, Lee; Davidson, Kylie; Gitre, Edward J K; North, Chris; Bowman, Doug A
Sensemaking Strategies with Immersive Space to Think Proceedings Article
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}
}
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}
}
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}
}
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}
}
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}
}
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}
}
2020
Lisle, Lee; Chen, Xiaoyu; Gitre, JK Edward; North, Chris; Bowman, Doug A
Evaluating the Benefits of the Immersive Space to Think Conference
2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), IEEE 2020.
BibTeX | Links:
@conference{lisle2020evaluating,
title = {Evaluating the Benefits of the Immersive Space to Think},
author = {Lee Lisle and Xiaoyu Chen and JK Edward Gitre and Chris North and Doug A Bowman},
doi = {10.1109/VRW50115.2020.00073},
year = {2020},
date = {2020-01-01},
booktitle = {2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)},
pages = {331--337},
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}
}
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}
}
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}
}
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}
}
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}
}
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}
}
2019
Zhang, Lei; Bowman, Doug A
Exploring Effects of Interactivity on Learning with Interactive Storytelling in Immersive Virtual Reality Conference
Virtual Worlds and Games for Serious Applications (VS-GAMES), ACM ACM, Vienna, Austria, 2019.
@conference{328,
title = {Exploring Effects of Interactivity on Learning with Interactive Storytelling in Immersive Virtual Reality},
author = {Lei Zhang and Doug A Bowman},
editor = {Caroline N Jones},
year = {2019},
date = {2019-09-01},
booktitle = {Virtual Worlds and Games for Serious Applications (VS-GAMES)},
publisher = {ACM},
address = {Vienna, Austria},
organization = {ACM},
abstract = {<p>Immersive virtual reality (VR) holds great potential for learning, but it is unclear how VR experiences should be designed to maximize learning potential. In this study, we explored how the level of interactivity in an educational VR storytelling experience for immunology learning affects a user’s learning gains. We created three versions of the VR experience with low (system automates as many actions as possible), medium (a combination of system automation and user-controlled actions), and high (as many user-controlled actions as possible) levels of interactivity. We hypothesized that too much or too little interactivity would result in smaller learning gains than a medium level of interactivity. Although data from pre and post-tests showed no significant difference in students’ learning gains due to interactivity level, questionnaire and interview data suggest that interactivity in the experience significantly affects students’ engagement in learning, attention, and focus on learning material. Participants also perceived that they could learn better and more effectively in a VR experience with a higher level of interactivity.</p>
<p> </p>},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
<p> </p>
Zhang, Lei; Bowman, Doug A
Enabling immunology learning in virtual reality through storytelling and interactivity Conference
Human-Computer Interaction International (HCII), Springer Springer, Orlando, FL, 2019.
@conference{327,
title = {Enabling immunology learning in virtual reality through storytelling and interactivity},
author = {Lei Zhang and Doug A Bowman},
editor = {Caroline N Jones},
doi = {doi:10.1007/978-3-030-21565-1_28},
year = {2019},
date = {2019-07-01},
booktitle = {Human-Computer Interaction International (HCII)},
publisher = {Springer},
address = {Orlando, FL},
organization = {Springer},
abstract = {<div class="page" title="Page 1"> <div class="layoutArea"> <div class="column"> <p><span style="font-size: 9.000000pt; font-family: textquoterightTimesNewRomanPSMTtextquoteright">Immunology concepts typically taught at the college level involve both factual and process-based knowledge and present learning barriers to col- lege students. Immunology knowledge can be difficult for students to visualize and relate to. To help students better understand specific immunology concepts and increase their learning motivation and engagement, we designed the Immu- nology virtual reality (VR) application. Immunology VR leverages the rich in- teractivity and immersion offered by virtual reality systems to create a highly interactive and narrative-driven immersive VR experience that takes students on an exciting journey inside the human body. In this paper, we describe the design of the Immunology VR experience, focusing on our use of an interactive digital storytelling approach to enable learning.</span></p>
</div>
</div>
</div>
<p> </p>},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}
</div>
</div>
</div>
<p> </p>
Soares, Leonardo Pavanatto; Bowman, Doug A; Pinho, Márcio Sarroglia
Evaluating the Impact of Point Marking Precision on Situated Modeling Performance Conference
Symposium on Spatial User Interaction, 2019.
BibTeX | Links:
@conference{soares2019evaluating,
title = {Evaluating the Impact of Point Marking Precision on Situated Modeling Performance},
author = {Leonardo Pavanatto Soares and Doug A Bowman and Márcio Sarroglia Pinho},
doi = {10.1145/3357251.3357586},
year = {2019},
date = {2019-01-01},
booktitle = {Symposium on Spatial User Interaction},
pages = {1--5},
keywords = {},
pubstate = {published},
tppubtype = {conference}
}