Research Area
Year Published

92 Results

May 9, 2019

Pseudo-Haptic Weight: Changing the Perceived Weight of Virtual Objects By Manipulating Control-Display Ratio

ACM CHI Conference on Human Factors in Computing Systems

In virtual reality, the lack of kinesthetic feedback often prevents users from experiencing the weight of virtual objects. Control-to-display (C/D) ratio manipulation has been proposed as a method to induce weight perception without kinesthetic feedback. Based on the fact that lighter (heavier) objects are easier (harder) to move, this method induces an illusory perception of weight by manipulating the rendered position of users’ hands—increasing or decreasing their displayed movements.

By: Majed Samad, Elia Gatti, Anne Hermes, Hrvoje Benko, Cesare Parise

May 4, 2019

An Explanation of Fitts’ Law-like Performance in Gaze-Based Selection Tasks Using a Psychophysics Approach

ACM CHI Conference on Human Factors in Computing Systems

Using a vision science-inspired model, we here show that a Fitts’-like distribution of movement times can arise due to the execution of secondary saccades, especially when targets are small.

By: Immo Schuetz, T. Scott Murdison, Kevin J. MacKenzie, Marina Zannoli

May 4, 2019

Lost in Style: Gaze-driven Adaptive Aid for VR Navigation

ACM CHI Conference on Human Factors in Computing Systems

We introduce a novel adaptive aid that maintains the effectiveness of traditional aids, while equipping designers and users with the controls of how often help is displayed.

By: Rawan Alghofaili, Yasuhito Sawahata, Haikun Huang, Hsueh-Cheng Wang, Takaaki Shiratori, Lap-Fai Yu

April 29, 2019

Precise Network Polymerized Ionic Liquids for Low-Voltage, Dopant-Free Soft Actuators

Advanced Materials

Here, a class of network polymerized ionic liquid (n-PIL) actuators is reported, synthesized via a facile step growth polymerization, which not only have comparable actuation strains (≈0.9%) to other state-of-the-art ionic polymer systems at ±3 V, but also exhibit 85% performance preservation after 1000 testing cycles and operate with no additives such as solvent or free ionic liquid.

By: Chengtian Shen, Qiujie Zhao, Christopher M. Evans
Areas: AR/VR

April 28, 2019

Inverse Path Tracing for Joint Material and Lighting Estimation

Computer Vision and Pattern Recognition (CVPR)

Modern computer vision algorithms have brought significant advancement to 3D geometry reconstruction. However, illumination and material reconstruction remain less studied, with current approaches assuming very simplified models for materials and illumination. We introduce Inverse Path Tracing, a novel approach to jointly estimate the material properties of objects and light sources in indoor scenes by using an invertible light transport simulation.

By: Dejan Azinović, Tzu-Mao Li, Anton S. Kaplanyan, Matthias Nießner

April 19, 2019

Cutting the Cord: Soft Haptic Devices without a Pressure Source

International Conference on Soft Robotics (RoboSoft)

We present a class of pneumatic haptic devices that use the input motion from a user to pump fluid in a closed pneumatic circuit, meaning that the pneumatic devices require no external pressure supply.

By: Nathan Usevitch, Andrew Stanley
Areas: AR/VR

March 29, 2019

The effect of generic headphone compensation on binaural renderings

Audio Engineering Society (AES)

In this study, the effects of generic headphone equalization in binaural rendering are evaluated objectively and subjectively, with respect to unequalized and individually-equalized cases.

By: Isaac Engel, David Lou Alon, Philip Robinson, Ravish Mehra
Areas: AR/VR

March 28, 2019

Harassment in Social VR: Implications for Design

IEEE Conference on Virtual Reality

We interviewed VR users (n=25) about their experiences with harassment, abuse, and discomfort in social VR.

By: Lindsay Blackwell, Nicole Ellison, Natasha Elliott-Deflo, Raz Schwartz
Areas: AR/VR

March 27, 2019

Evaluation of real-time sound propagation engines in a virtual reality framework

AES International Conference on Immersive and Interactive Audio

Sound propagation in an enclosed space is a combination of several wave phenomena, such as direct sound, specular reflections, scattering, diffraction, or air absorption, among others. Achieving realistic and immersive audio in games and virtual reality (VR) requires real-time modeling of these phenomena.

By: Sebastià V. Amengual Garí, Carl Schissler, Ravish Mehra, Shawn Featherly, Philip W. Robinson
Areas: AR/VR

March 26, 2019

The Impact of Avatar Tracking Errors on User Experience in VR

IEEE Conference on Virtual Reality

This paper presents a series of experiments employing a sizable subject pool (n=96) that study the impact of motion tracking errors on user experience for activities including social interaction and virtual object manipulation.

By: Nicholas Toothman, Michael Neff