VLDB 2026 Research / reviewers in the wild / expert
Eugene M. Taranta II
dblp:146/4601 · also Eugene Matthew Taranta
· DBLP profile ↗
24ranked-venue papers
12as first author
10since 2021 · last 2024
0000-0001-5615-2597ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 20 · 8 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 10 · 4 first-author · 4 since 2021Artificial intelligence and machine learning · 2 · 2 first-authorSoftware engineering, systems software and programming languages · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Unlocking Understanding: An Investigation of Multimodal Communication in Virtual Reality CollaborationabstractCommunication in collaboration, especially synchronous, remote communication, is crucial to the success of task-specific goals. Insufficient or excessive forms of communication may lead to detrimental effects on task performance while increasing mental fatigue. However, identifying which combinations of communication modalities provide the most efficient transfer of information in collaborative settings will greatly improve collaboration. To investigate this, we developed a remote, synchronous, asymmetric VR collaborative assembly task application, where users play the role of either mentor or mentee, and were exposed to different combinations of three communication modalities: voice, gestures, and gaze. Through task-based experiments with 25 pairs of participants (50 individuals), we evaluated quantitative and qualitative data and found that gaze did not differ significantly from multiple combinations of communication modalities. Our qualitative results indicate that mentees experienced more difficulty and frustration in completing tasks than mentors, with both types of users preferring all three modalities to be present. Ryan Ghamandi, Ravi Kiran Kattoju, Yahya Hmaiti, Mykola Maslych, Eugene M. Taranta II, Ryan P. McMahan, Joseph J. LaViola Jr. |
CHI | 5 |
| 2024 | From Research to Practice: Survey and Taxonomy of Object Selection in Consumer VR ApplicationsabstractObject selection has been explored extensively in the VR research literature. However, the research is typically conducted in constrained experimental setups. It remains unclear whether the designed selection techniques fit the prevalent practical uses and whether the experimental tasks represent important challenges in real applications. To identify and help bridge these gaps, we surveyed current consumer VR applications, containing 206 popular VR game and 3D modeling applications. We extracted 1300+ selection scenarios based on video analyses of these applications and derived a taxonomy to understand common patterns on where and how selections occur. Our findings reveal significant gaps in selection tasks and techniques between research and consumer applications. We also present an interactive visualization tool to help researchers explore the VR object selection scenarios. Finally, we discuss how our work can help researchers and developers evaluate techniques in meaningful tasks and drive the design of techniques. Mykola Maslych, Difeng Yu, Amirpouya Ghasemaghaei, Yahya Hmaiti, Esteban Segarra Martinez, Dominic Simon, Eugene M. Taranta II, Joanna Bergström, Joseph J. LaViola Jr. |
ISMAR | 7 |
| 2023 | Automatic Improper Loading Posture Detection and Correction Utilizing Electrical Muscle StimulationabstractChronic lower back pain due to improper lifting techniques poses a major workplace safety hazard. The major risk factors for improper loading posture (ILP) include overloading, and improper loading of the lumbar muscles, ligaments, and vertebrae due to repetitive mechanical stresses exerted upon them. The current intervention technology relies on the users’ intent and willingness to self-correct ILP through alert-based feedback or involves wearing bulky lift assist devices to prevent ILP. We address these issues with a physiological feedback system that utilizes IMU sensors for ILP detection and Electrical Muscle Stimulation (EMS) for automatic dynamic ILP correction for restoring ideal lifting angles for torso inclination and knee bend. In a user study involving 36 participants, our automatic approach delivered significantly faster correction and outperformed alternative feedback mechanisms (Audio and Vibro-tactile) and was perceived to be interesting, comfortable and a potential commercial product. Ravi Kiran Kattoju, Ryan Ghamandi, Eugene M. Taranta II, Joseph J. LaViola Jr. |
CHI | 3 |
| 2023 | Effective 2D Stroke-based Gesture Augmentation for RNNsabstractRecurrent neural networks (RNN) require large training datasets from which they learn new class models. This limitation prohibits their use in custom gesture applications where only one or two end user samples are given per gesture class. One common way to enhance sparse datasets is to use data augmentation to synthesize new samples. Although there are numerous known techniques, they are often treated as standalone approaches when in reality they are often complementary. We show that by intelligently chaining augmentation techniques together that simulate different gesture production variability types, such as those affecting the temporal and spatial qualities of a gesture, we can significantly increase RNN accuracy without sacrificing training time. Through experimentation on four public stroke-based 2D gesture datasets, we show that RNNs trained with our data augmentation chaining technique achieves state-of-the-art recognition accuracy in both writer-dependent and writer-independent test scenarios. Mykola Maslych, Eugene M. Taranta II, Mostafa Aldilati, Joseph J. LaViola Jr. |
CHI | 2 |
| 2023 | What And How Together: A Taxonomy On 30 Years Of Collaborative Human-Centered XR TasksabstractWe present a taxonomy of human-centered collaborative XR tasks. XR technologies have extended into the realm of collaboration, improving the quality and accessibility of teamwork. However, after a comprehensive assessment of the literature on the interaction between XR technologies and collaboration, no comprehensive method that emphasizes task actions and properties exists to classify collaborative tasks. Thus, our suggested taxonomy represents a classification system for collaborative tasks. After conducting a thorough literature review across different research venues, we conducted several exhaustive classification and review cycles for over 800 papers collected, which resulted in 148 papers retained to create the taxonomy. We dissected the actions and properties that the collaborative endeavors and tasks of these papers encompass as well as the types of categorizations and relations these papers illustrate. We expand on the design choices and usage of our taxonomy, followed by its limitations and future work. We built this taxonomy in order to reduce ambiguities and confusion regarding the design and comprehension of human-based collaborative tasks that use XR technology, which could prove useful in aiding the development and understanding of these tasks. Our taxonomy reveals a framework for understanding how collaborative tasks are designed and a systematic way of classifying different methods by which people can collaborate and interact in environments that involve XR, while still promoting efficient communication, teamwork, goal achievement and productivity. Ryan Ghamandi, Yahya Hmaiti, Tam T. Nguyen, Amirpouya Ghasemaghaei, Ravi Kiran Kattoju, Eugene M. Taranta II, Joseph J. LaViola Jr. |
ISMAR | 6 |
| 2023 | An Exploration of The Effects of Head-Centric Rest Frames On Egocentric Distance Judgments in VRabstractUsers tend to underestimate distances in virtual reality (VR), and several efforts have been directed toward finding the causes and developing tools that mitigate this phenomenon. One hypothesis that stands out in the field of spatial perception is the rest frame hypothesis (RFH), which states that visual frames of reference (RFs), defined as fixed reference points of view in a virtual environment (VE), contribute to minimizing sensory mismatch. RFs have been shown to promote better eye-gaze stability and focus, reduce VR sickness, and improve visual search, along with other benefits. However, their effect on distance perception in VEs has not been evaluated. In this paper, we use a blind walking task to explore the effect of three head-centric RFs (mesh mask, nose, and hat) on egocentric distance estimation. We found that at near and mid-field distances, certain RFs can improve the user’s distance estimation accuracy and reduce distance underestimation. These findings mean that the addition of head-centric RFs, a simple avatar augmentation method, can lead to meaningful improvements in distance judgments, user experience, and task performance in VR. Yahya Hmaiti, Mykola Maslych, Eugene M. Taranta II, Joseph J. LaViola Jr. |
ISMAR | 3 |
| 2022 | The Voight-Kampff Machine for Automatic Custom Gesture Rejection Threshold SelectionabstractGesture recognition systems using nearest neighbor pattern matching are able to distinguish gesture from non-gesture actions by rejecting input whose recognition scores are poor. However, in the context of gesture customization, where training data is sparse, learning a tight rejection threshold that maximizes accuracy in the presence of continuous high activity (HA) data is a challenging problem. To this end, we present the Voight-Kampff Machine (VKM), a novel approach for rejection threshold selection. VKM uses new synthetic data techniques to select an initial threshold that the system thereafter adjusts based on the training set size and expected gesture production variability. We pair VKM with a state-of-the-art custom gesture segmenter and recognizer to evaluate our system across several HA datasets, where gestures are interleaved with non-gesture actions. Compared to alternative rejection threshold selection techniques, we show that our approach is the only one that consistently achieves high performance. Eugene M. Taranta II, Mykola Maslych, Ryan Ghamandi, Joseph J. LaViola Jr. |
CHI | 1 |
| 2022 | Automatic Asymmetric Weight Distribution Detection and Correction Utilizing Electrical Muscle Stimulation
Ravi Kiran Kattoju, Eugene M. Taranta II, Ryan Ghamandi, Joseph J. LaViola Jr. |
Graphics Interface | 2 |
| 2021 | DeepNAG: Deep Non-Adversarial Gesture GenerationabstractSynthetic data generation to improve classification performance (data augmentation) is a well-studied problem. Recently, generative adversarial networks (GAN) have shown superior image data augmentation performance, but their suitability in gesture synthesis has received inadequate attention. Further, GANs prohibitively require simultaneous generator and discriminator network training. We tackle both issues in this work. We first discuss a novel, device-agnostic GAN model for gesture synthesis called DeepGAN. Thereafter, we formulate DeepNAG by introducing a new differentiable loss function based on dynamic time warping and the average Hausdorff distance, which allows us to train DeepGAN’s generator without requiring a discriminator. Through evaluations, we compare the utility of DeepGAN and DeepNAG against two alternative techniques for training five recognizers using data augmentation over six datasets. We further investigate the perceived quality of synthesized samples via an Amazon Mechanical Turk user study based on the HYPE∞ benchmark. We find that DeepNAG outperforms DeepGAN in accuracy, training time (up to 17 × faster), and realism, thereby opening the door to a new line of research in generator network design and training for gesture synthesis. Our source code is available at https://www.deepnag.com. Mehran Maghoumi, Eugene M. Taranta II, Joseph J. LaViola Jr. |
IUI | 2 |
| 2021 | Machete: Easy, Efficient, and Precise Continuous Custom Gesture SegmentationabstractWe present Machete, a straightforward segmenter one can use to isolate custom gestures in continuous input. Machete uses traditional continuous dynamic programming with a novel dissimilarity measure to align incoming data with gesture class templates in real time. Advantages of Machete over alternative techniques is that our segmenter is computationally efficient, accurate, device-agnostic, and works with a single training sample. We demonstrate Machete’s effectiveness through an extensive evaluation using four new high-activity datasets that combine puppeteering, direct manipulation, and gestures. We find that Machete outperforms three alternative techniques in segmentation accuracy and latency, making Machete the most performant segmenter. We further show that when combined with a custom gesture recognizer, Machete is the only option that achieves both high recognition accuracy and low latency in a video game application. Eugene M. Taranta II, Corey Pittman, Mehran Maghoumi, Mykola Maslych, Yasmine M. Moolenaar, Joseph J. LaViola Jr. |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2020 | Moving Toward an Ecologically Valid Data Collection Protocol for 2D Gestures In Video GamesabstractThose who design gesture recognizers and user interfaces often use data collection applications that enable users to comfortably produce gesture training samples. In contrast, games present unique contexts that impact cognitive load and have the potential to elicit rapid gesticulations as players react to dynamic conditions, which can result in high gesture form variability. However, the extent to which these gestures differ is presently unknown. To this end, we developed two games with unique mechanics, Follow the Leader (FTL) and Sleepy Town, as well as a standard data collection application. We collected gesture samples from 18 participants across all conditions for gestures of varying complexity, and through an analysis using relative, global, and distribution coverage measures, we confirm significant differences between conditions. We discuss the implications of our findings, and show that our FTL design is closer to being an ecologically valid data collection protocol with low implementation complexity. Eugene M. Taranta II, Corey Pittman, Jack P. Oakley, Mykola Maslych, Mehran Maghoumi, Joseph J. LaViola Jr. |
CHI | 1 |
| 2019 | Pitch Pipe: An Automatic Low-pass Filter Calibration Technique for Pointing Tasks
Eugene M. Taranta II, Seng Lee Koh, Brian M. Williamson, Kevin Pfeil, Corey Pittman, Joseph J. LaViola Jr. |
Graphics Interface | 1 |
| 2019 | A Systematic Evaluation of Multi-Sensor Array Configurations for SLAM Tracking with Agile MovementsabstractAccurate tracking of a user in a marker-less environment can be difficult, even more so when agile head or hand movements are expected. When relying on feature detection as part of a SLAM algorithm the issue arises that a large rotational delta causes previously tracked features to become lost. One approach to overcome this problem is with multiple sensors increasing the horizontal field of view. In this paper, we perform a systematic evaluation of tracking accuracy by recording several agile movements and providing different camera configurations to evaluate against. We begin with four sensors in a square configuration and test the resulting output from a chosen SLAM algorithm. We then systematically remove a camera from the feed covering all permutations to determine the level of accuracy and tracking loss. We cover some of the lessons learned in this preliminary experiment and how it may guide researchers in tracking extremely agile movements. Brian M. Williamson, Eugene M. Taranta II, Patrick Garrity, Robert A. Sottilare, Joseph J. LaViola Jr. |
VR | 2 |
| 2018 | A comparison of eye-head coordination between virtual and physical realitiesabstractPast research has shown that humans exhibit certain eye-head responses to the appearance of visual stimuli, and these natural reactions change during different activities. Our work builds upon these past observations by offering new insight to how humans behave in Virtual Reality (VR) compared to Physical Reality (PR). Using eye- and head- tracking technology, and by conducting a study on two groups of users - participants in VR or PR - we identify how often these natural responses are observed in both environments. We find that users statistically move their heads more often when viewing stimuli in VR than in PR, and VR users also move their heads more in the presence of text. We open a discussion for identifying the HWD factors that cause this difference, as this may not only affect predictive models using eye movements as features, but also VR user experience overall. Kevin Pfeil, Eugene M. Taranta II, Arun K. Kulshreshth, Pamela J. Wisniewski, Joseph J. LaViola Jr. |
SAP | 2 |
| 2017 | Jackknife: A Reliable Recognizer with Few Samples and Many ModalitiesabstractDespite decades of research, there is yet no general rapid prototyping recognizer for dynamic gestures that can be trained with few samples, work with continuous data, and achieve high accuracy that is also modality-agnostic. To begin to solve this problem, we describe a small suite of accessible techniques that we collectively refer to as the Jackknife gesture recognizer. Our dynamic time warping based approach for both segmented and continuous data is designed to be a robust, go-to method for gesture recognition across a variety of modalities using only limited training samples. We evaluate pen and touch, Wii Remote, Kinect, Leap Motion, and sound-sensed gesture datasets as well as conduct tests with continuous data. Across all scenarios we show that our approach is able to achieve high accuracy, suggesting that Jackknife is a capable recognizer and good first choice for many endeavors. Eugene M. Taranta II, Amirreza Samiei, Mehran Maghoumi, Pooya Khaloo, Corey Pittman, Joseph J. LaViola Jr. |
CHI | 1 |
| 2017 | Code Park: A New 3D Code Visualization ToolabstractWe introduce Code Park, a novel tool for visualizing codebases in a 3D game-like environment. Code Park aims to improve a programmer's understanding of an existing codebase in a manner that is both engaging and intuitive, appealing to novice users such as students. It achieves these goals by laying out the codebase in a 3D park-like environment. Each class in the codebase is represented as a 3D room-like structure. Constituent parts of the class (variable, member functions, etc.) are laid out on the walls, resembling a syntax-aware "wallpaper". The users can interact with the codebase using an overview, and a first-person viewer mode. We conducted two user studies to evaluate Code Park's usability and suitability for organizing an existing project. Our results indicate that Code Park is easy to get familiar with and significantly helps in code understanding compared to a traditional IDE. Further, the users unanimously believed that Code Park was a fun tool to work with. Pooya Khaloo, Mehran Maghoumi, Eugene M. Taranta II, David Bettner, Joseph J. LaViola Jr. |
VISSOFT | 3 |
| 2016 | A $-Family Friendly Approach to Prototype SelectionabstractWe explore the benefits of intelligent prototype selection for $-family recognizers. Currently, the state of the art is to randomly select a subset of prototypes from a dataset without any processing. This results in reduced computation time for the recognizer, but also increases error rates. We propose applying optimization algorithms, specifically random mutation hill climb and a genetic algorithm, to search for reduced sets of prototypes that minimize recognition error. After an evaluation, we found that error rates could be reduced compared to random selection and rapidly approached the baseline accuracies for a number of different $-family recognizers. Corey Pittman, Eugene M. Taranta II, Joseph J. LaViola Jr. |
IUI | 2 |
| 2016 | A Rapid Prototyping Approach to Synthetic Data Generation for Improved 2D Gesture RecognitionabstractTraining gesture recognizers with synthetic data generated from real gestures is a well known and powerful technique that can significantly improve recognition accuracy. In this paper we introduce a novel technique called gesture path stochastic resampling (GPSR) that is computationally efficient, has minimal coding overhead, and yet despite its simplicity is able to achieve higher accuracy than competitive, state-of-the-art approaches. GPSR generates synthetic samples by lengthening and shortening gesture subpaths within a given sample to produce realistic variations of the input via a process of nonuniform resampling. As such, GPSR is an appropriate rapid prototyping technique where ease of use, understandability, and efficiency are key. Further, through an extensive evaluation, we show that accuracy significantly improves when gesture recognizers are trained with GPSR synthetic samples. In some cases, mean recognition errors are reduced by more than 70%, and in most cases, GPSR outperforms two other evaluated state-of-the-art methods. Eugene M. Taranta II, Mehran Maghoumi, Corey Pittman, Joseph J. LaViola Jr. |
UIST | 1 |
| 2016 | Streamlined and accurate gesture recognition with Penny Pincher
Eugene M. Taranta II, Andrés N. Vargas, Joseph J. LaViola Jr. |
Comput. Graph. | 1 |
| 2016 | A Dynamic Pen-Based Interface for Writing and Editing Complex Mathematical Expressions With Math BoxesabstractMath boxes is a recently introduced pen-based user interface for simplifying the task of hand writing difficult mathematical expressions. Visible bounding boxes around subexpressions are automatically generated as the system detects relevant spatial relationships between symbols including superscripts, subscripts, and fractions. Subexpressions contained in a math box can then be extended by adding new terms directly into its given bounds. When new characters are accepted, box boundaries are dynamically resized and neighboring terms are translated to make room for the larger box. Feedback on structural recognition is given via the boxes themselves. In this work, we extend the math boxes interface to include support for subexpression modifications via a new set of pen-based interactions. Specifically, techniques to expand and rearrange terms in a given expression are introduced. To evaluate the usefulness of our proposed methods, we first conducted a user study in which participants wrote a variety of equations ranging in complexity from a simple polynomial to the more difficult expected value of the logistic distribution. The math boxes interface is compared against the commonly used offset typeset (small) method, where recognized expressions are typeset in a system font near the user’s unmodified ink. In this initial study, we find that the fluidness of the offset method is preferred for simple expressions but that, as difficulty increases, our math boxes method is overwhelmingly preferred. We then conducted a second user study that focused only on modifying various mathematical expressions. In general, participants worked faster with the math boxes interface, and most new techniques were well received. On the basis of the two user studies, we discuss the implications of the math boxes interface and identify areas where improvements are possible. Eugene M. Taranta II, Andrés N. Vargas, Spencer P. Compton, Joseph J. LaViola Jr. |
ACM Trans. Interact. Intell. Syst. | 1 |
| 2015 | Penny pincher: a blazing fast, highly accurate $-family recognizer
Eugene M. Taranta II, Joseph J. LaViola Jr. |
Graphics Interface | 1 |
| 2015 | Math Boxes: A Pen-Based User Interface for Writing Difficult Mathematical ExpressionsabstractWe present math boxes, a novel pen-based user interface for simplifying the task of hand writing difficult mathematical expressions. Visible bounding boxes around certain subexpressions are automatically generated as the system detects specific relationships including superscripts, subscripts, and fractions. Subexpressions contained in a box can then be extended by adding new terms directly into its given bounds. Upon accepting new characters, box boundaries are dynamically resized and neighboring terms are translated to make room for the larger box. Feedback on structural recognition is given via the boxes themselves. We also provide feedback on character recognition by morphing the user's individual characters into a cleaner version stored in our ink database. Eugene M. Taranta II, Joseph J. LaViola Jr. |
IUI | 1 |
| 2015 | Exploring the Benefits of Context in 3D Gesture Recognition for Game-Based Virtual EnvironmentsabstractWe present a systematic exploration of how to utilize video game context (e.g., player and environmental state) to modify and augment existing 3D gesture recognizers to improve accuracy for large gesture sets. Specifically, our work develops and evaluates three strategies for incorporating context into 3D gesture recognizers. These strategies include modifying the well-known Rubine linear classifier to handle unsegmented input streams and per-frame retraining using contextual information (CA-Linear); a GPU implementation of dynamic time warping (DTW) that reduces the overhead of traditional DTW by utilizing context to evaluate only relevant time sequences inside of a multithreaded kernel (CA-DTW); and a multiclass SVM with per-class probability estimation that is combined with a contextually based prior probability distribution (CA-SVM). We evaluate each strategy using a Kinect-based third-person perspective VE game prototype that combines parkour-style navigation with hand-to-hand combat. Using a simple gesture collection application to collect a set of 57 gestures and the game prototype that implements 37 of these gestures, we conduct three experiments. In the first experiment, we evaluate the effectiveness of several established classifiers on our gesture set and demonstrate state-of-the-art results using our proposed method. In our second experiment, we generate 500 random scenarios having between 5 and 19 of the 57 gestures in context. We show that the contextually aware classifiers CA-Linear, CA-DTW, and CA-SVM significantly outperform their non--contextually aware counterparts by 37.74%, 36.04%, and 20.81%, respectively. On the basis of the results of the second experiment, we derive upper-bound expectations for in-game performance for the three CA classifiers: 96.61%, 86.79%, and 96.86%, respectively. Finally, our third experiment is an in-game evaluation of the three CA classifiers with and without context. Our results show that through the use of context, we are able to achieve an average in-game recognition accuracy of 89.67% with CA-Linear compared to 65.10% without context, 79.04% for CA-DTW compared to 58.1% without context, and 90.85% with CA-SVM compared to 75.2% without context. Eugene M. Taranta II, Thaddeus K. Simons, Rahul Sukthankar, Joseph J. LaViola Jr. |
ACM Trans. Interact. Intell. Syst. | 1 |
| 2014 | Macro 64-regions for uniform grids on GPU
Eugene M. Taranta II, Sumanta N. Pattanaik |
Vis. Comput. | 1 |