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January 1, 2022 Mike Salvato, Sophia R. Williams, Cara M. Nunez, Xin Zhu, Ali Israr, Frances Lau, Keith Klumb, Freddy Abnousi, Allison M. Okamura, Heather Culbertson
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Data-driven sparse skin stimulation can convey social touch information to humans

Here we explore whether a sparse representation of human touch is sufficient to convey social touch signals. To test this we collected a dataset of social touch interactions using a soft wearable pressure sensor array, developed an algorithm to map recorded data to an array of actuators, then applied our algorithm to create signals that drive an array of normal indentation actuators placed on the arm.
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November 1, 2021 Stephanie Walker, Emma Lingle, Natasha Troxler, Thomas Wallin, Katherine Healy, Yigit Mengüç, Joseph Davidson
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Predicting interfacial layer adhesion strength in 3D printable silicone

This work seeks to rectify that by quantifying the relationship between curing kinetics, tested using differential scanning calorimetry, and peel testing of a printable Ecoflex 00-30 based silicone formulation.
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October 10, 2021 Ben Lafreniere, Tanya R. Jonker, Stephanie Santosa, Mark Parent, Michael Glueck, Tovi Grossman, Hrvoje Benko, Daniel Wigdor
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False Positives vs. False Negatives

To inform dynamic approaches to setting such a tradeoff, two user studies were conducted on how relative preference for false positive versus false negative errors is influenced by differences in the temporal cost of error recovery, and high-level task factors (time pressure, multi-tasking).
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September 16, 2021 Alex Adkins, Lorraine Lin, Aline Normoyle, Ryan Canales, Yuting Ye, Sophie Jörg
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Evaluating Grasping Visualizations and Control Modes in a VR Game

In this paper, we investigate if results of such studies translate into a real application and game-like experience. We designed a virtual escape room in which participants interact with various objects to gather clues and complete puzzles.
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September 16, 2021 Ylva Ferstl, Rachel Mcdonnell, Michael Neff
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Evaluating Study Design and Strategies for Mitigating the Impact of Hand Tracking Loss

This paper presents three amelioration strategies to handle these errors and demonstrates experimentally that all three are effective in reducing their impact. This setting is also used to explore general issues around study design for motion perception.
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July 7, 2021 Elyse D. Z. Chase, Ali Israr, Pornthep Preechayasomboon, Sarah Sykes, Aakar Gupta, Jessica Hartcher-O’Brien
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Learning Vibes: Communication Bandwidth of a Single Wrist-Worn Vibrotactile Actuator

We ran a user study with the salient haptics cues to determine how well people were able to identify them without training on the dorsal side of the wrist, if they could interpret them better with training, and if that knowledge could be transferred to a secondary, untrained location (volar side of the wrist).
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May 21, 2021 Angela Radulescu, Bas van Opheusden, Fred Callaway, Thomas Griffiths, James Hillis
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Modeling visual search in naturalistic virtual reality environments

Visual search is a routine human behavior and canonical example of selectively sampling sensory information in service of attaining a goal. In an effort to extend insights from existing models of optimal visual search to naturalistic environments, we conducted a study of visual search in virtual reality.
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May 8, 2021 Sunggeun Ahn, Stephanie Santosa, Mark Parent, Daniel Wigdor, Tovi Grossman, Marcello Giordano
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StickyPie: A Gaze-Based, Scale-Invariant Marking Menu Optimized for AR/VR

This work explores the design of marking menus for gaze-based AR/VR menu selection by expert and novice users. It first identifies and explains the challenges inherent in ocular motor control and current eye tracking hardware, including overshooting, incorrect selections, and false activations.
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May 8, 2021 Zhen Li, Joannes Chan, Joshua Walton, Hrvoje Benko, Daniel Wigdor, Michael Glueck
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Armstrong: An Empirical Examination of Pointing at Non-Dominant Arm-Anchored UIs in Virtual Reality

Results demonstrated that targets appearing closer to the skin, located around the wrist, or placed on the medial side of the forearm could be selected more quickly than targets farther away from the skin, located around the elbow, or on the lateral side of the forearm. Based on these results, we developed Armstrong guidelines, demonstrated through a Unity plugin to enable designers to create performance-optimized arm-anchored 3D UI layouts.
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May 8, 2021 Mackenzie Leake, Frances Lai, Tovi Grossman, Daniel Wigdor, Ben Lafreniere
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PatchProv: Supporting Improvisational Design Practices for Modern Quilting

To investigate how this type of design process can be supported, and to address challenges faced by practitioners, this paper presents PatchProv, a system for supporting improvisational quilt design.
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