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Author: 3187
11 results

Stick-To-XR: Understanding Stick-Based User Interface Design for Extended Reality

This work explores the design of stick-shaped Tangible User Interfaces (TUI) for Extended Reality (XR). While sticks are widely used in everyday objects, their applications as a TUI in XR have not been systematically studied. We conducted a participatory design session with twelve experts in XR and Human-Computer Inte…

YZ
Yaying Zhang et al.Microsoft

AdaptiveVoice: Cognitively Adaptive Voice Interface for Driving Assistance

Current voice assistants present messages in a predefined format without considering users’ mental states. This paper presents an optimization-based approach to alleviate this issue which adjusts the level of details and speech speed of the voice messages according to the estimated cognitive load of the user. In th…

SW
Shaoyue Wen et al.New York University

Data Cubes in Hand: A Design Space of Tangible Cubes for Visualizing 3D Spatio-Temporal Data in Mixed Reality

Tangible interfaces in mixed reality (MR) environments allow for intuitive data interactions. Tangible cubes, with their rich interaction affordances, high maneuverability, and stable structure, are particularly well-suited for exploring multi-dimensional data types. However, the design potential of these cubes is und…

SH
Shuqi He et al.Xi'an Jiaotong-Liverpool University

Exploration of Foot-based Text Entry Techniques for Virtual Reality Environments

Foot-based input can serve as a supplementary or alternative approach to text entry in virtual reality (VR). This work explores the feasibility and design of foot-based techniques that are hands-free. We first conducted a preliminary study to assess foot-based text entry in standing and seated positions with tap and s…

TW
Tingjie Wan et al.Xi'an Jiaotong-Liverpool University
AdRecommended

Learn AI Coding at CodeNow

Structured lessons, hands-on projects, and continuous updates for people bringing AI into real development work.

Explore Nowopen_in_new

Predicting Gaze-based Target Selection in Augmented Reality Headsets based on Eye and Head Endpoint Distributions

Target selection is a fundamental task in interactive Augmented Reality (AR) systems. Predicting the intended target of selection in such systems can provide users with a smooth, low-friction interaction experience. Our work aims to predict gaze-based target selection in AR headsets with eye and head endpoint distribu…

YW
Yushi Wei et al.Xi'an Jiaotong-Liverpool University

Tasks of a Different Color: How Crowdsourcing Practices Differ per Complex Task Type and Why This Matters

Crowdsourcing in China is a thriving industry. Among its most interesting structures, we find crowdfarms, in which crowdworkers self-organize as small organizations to tackle macrotasks. Little, however, is known as to which practices these crowdfarms use to tackle the macrotasks, and this goes hand in hand with the c…

YW
Yihong Wang et al.Xi'an Jiaotong-Liverpool University

iText: Hands-free Text Entry on an Imaginary Keyboard for Augmented Reality Systems

Text entry is an important and frequent task in interactive devices including augmented reality head-mounted displays (AR HMDs). In current AR HMDs, there are still two main open challenges to overcome for efficient and usable text entry: arm fatigue due to mid-air input and visual occlusion because of their small see…

XL
Xueshi Lu et al.Xi'an Jiaotong-Liverpool University

Gaze-Supported 3D Object Manipulation in Virtual Reality

This paper investigates integration, coordination, and transition strategies of gaze and hand input for 3D object manipulation in VR. Specifically, this work aims to understand whether incorporating gaze input can benefit VR object manipulation tasks, and how it should be combined with hand input for improved usabilit…

DY
Difeng Yu et al.University of Copenhagen

Distractor Effects on Crossing-Based Interaction

Task-irrelevant distractors affect visuo-motor control for target acquisition and studying such effects has already received much attention in human-computer interaction. However, there has been little research into distractor effects on crossing-based interaction. We thus conducted an empirical study on pen-based int…

HT
Huawei Tu et al.La Trobe University

Effect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality Exergames

Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical hits) to an exergame. We conducted a study under two conditions (uncertain and c…

WX
Wenge Xu et al.Xi'an Jiaotong-Liverpool University

DMove: Directional Motion-based Interaction for Augmented Reality Head-Mounted Displays

We present DMove, directional motion-based interaction for Augmented Reality (AR) Head-Mounted Displays (HMDs) that is both hands- and device-free. It uses directional walk-ing as a way to interact with virtual objects. To use DMove, a user needs to perform directional motions such as mov-ing one foot forward or backw…

WX
Wenge Xu et al.Xi'an Jiaotong-Liverpool University
Paper TitleAuthorsResearch TopicsPaper DatabaseYear

Stick-To-XR: Understanding Stick-Based User Interface Design for Extended Reality

This work explores the design of stick-shaped Tangible User Interfaces (TUI) for Extended Reality (XR). While sticks are widely used in everyday objects, their applications as a TUI in XR have not been systematically studied. We conducted a participatory design session with twelve experts in XR and Human-Computer Inte…

YZ
Yaying Zhang et al.Microsoft

AdaptiveVoice: Cognitively Adaptive Voice Interface for Driving Assistance

Current voice assistants present messages in a predefined format without considering users’ mental states. This paper presents an optimization-based approach to alleviate this issue which adjusts the level of details and speech speed of the voice messages according to the estimated cognitive load of the user. In th…

SW
Shaoyue Wen et al.New York University

Data Cubes in Hand: A Design Space of Tangible Cubes for Visualizing 3D Spatio-Temporal Data in Mixed Reality

Tangible interfaces in mixed reality (MR) environments allow for intuitive data interactions. Tangible cubes, with their rich interaction affordances, high maneuverability, and stable structure, are particularly well-suited for exploring multi-dimensional data types. However, the design potential of these cubes is und…

SH
Shuqi He et al.Xi'an Jiaotong-Liverpool University

Exploration of Foot-based Text Entry Techniques for Virtual Reality Environments

Foot-based input can serve as a supplementary or alternative approach to text entry in virtual reality (VR). This work explores the feasibility and design of foot-based techniques that are hands-free. We first conducted a preliminary study to assess foot-based text entry in standing and seated positions with tap and s…

TW
Tingjie Wan et al.Xi'an Jiaotong-Liverpool University
AdRecommended

Learn AI Coding at CodeNow

Structured lessons, hands-on projects, and continuous updates for people bringing AI into real development work.

Explore Nowopen_in_new

Predicting Gaze-based Target Selection in Augmented Reality Headsets based on Eye and Head Endpoint Distributions

Target selection is a fundamental task in interactive Augmented Reality (AR) systems. Predicting the intended target of selection in such systems can provide users with a smooth, low-friction interaction experience. Our work aims to predict gaze-based target selection in AR headsets with eye and head endpoint distribu…

YW
Yushi Wei et al.Xi'an Jiaotong-Liverpool University

Tasks of a Different Color: How Crowdsourcing Practices Differ per Complex Task Type and Why This Matters

Crowdsourcing in China is a thriving industry. Among its most interesting structures, we find crowdfarms, in which crowdworkers self-organize as small organizations to tackle macrotasks. Little, however, is known as to which practices these crowdfarms use to tackle the macrotasks, and this goes hand in hand with the c…

YW
Yihong Wang et al.Xi'an Jiaotong-Liverpool University

iText: Hands-free Text Entry on an Imaginary Keyboard for Augmented Reality Systems

Text entry is an important and frequent task in interactive devices including augmented reality head-mounted displays (AR HMDs). In current AR HMDs, there are still two main open challenges to overcome for efficient and usable text entry: arm fatigue due to mid-air input and visual occlusion because of their small see…

XL
Xueshi Lu et al.Xi'an Jiaotong-Liverpool University

Gaze-Supported 3D Object Manipulation in Virtual Reality

This paper investigates integration, coordination, and transition strategies of gaze and hand input for 3D object manipulation in VR. Specifically, this work aims to understand whether incorporating gaze input can benefit VR object manipulation tasks, and how it should be combined with hand input for improved usabilit…

DY
Difeng Yu et al.University of Copenhagen

Distractor Effects on Crossing-Based Interaction

Task-irrelevant distractors affect visuo-motor control for target acquisition and studying such effects has already received much attention in human-computer interaction. However, there has been little research into distractor effects on crossing-based interaction. We thus conducted an empirical study on pen-based int…

HT
Huawei Tu et al.La Trobe University

Effect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality Exergames

Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical hits) to an exergame. We conducted a study under two conditions (uncertain and c…

WX
Wenge Xu et al.Xi'an Jiaotong-Liverpool University

DMove: Directional Motion-based Interaction for Augmented Reality Head-Mounted Displays

We present DMove, directional motion-based interaction for Augmented Reality (AR) Head-Mounted Displays (HMDs) that is both hands- and device-free. It uses directional walk-ing as a way to interact with virtual objects. To use DMove, a user needs to perform directional motions such as mov-ing one foot forward or backw…

WX
Wenge Xu et al.Xi'an Jiaotong-Liverpool University