Daniel J. Finnegan

dblp:164/0115 · DBLP profile ↗
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7ranked-venue papers
1as first author
4since 2021 · last 2025
0000-0003-1169-2842ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1
YearPublicationVenuePosition
2025 HF-MAI: Touchless Mid-Air Interaction for Individuals with Dexterity Impairment
Razan Bamoallem, Fernando Loizides, Daniel J. Finnegan, Hanin Alsenaidi
INTERACT (1)3
2024 Advantages of Friend-Modelled Social Interactive Feedforward for VR Exergaming
abstract
VR exergaming is a promising motivational tool to incentivise exercise. We present a novel VR exergaming method called social interactive feedforward. The player competes with an 'enhanced model' of one of their friends in a real-time VR environment, showing improved performance levels in a way the player can relate to. Social interactive feedforward was tested in a cycling-based VR exergame and players competed with enhanced models of themselves, their friend, and a stranger moving at the same enhanced pace. Results show that friend-modelled social interactive feedforward improves performance and intrinsic motivation the most. This indicates that the mere association of the enhanced model with their friend results in a rapid improvement in performance and motivation which implies that social feedforward was successfully elicited by using an enhanced friend's model. This widens the application of self-modelled feedforward to a wide range of social options which enables players to also reap the benefits of socialising in addition to feedforward benefits.
Soumya C. Barathi, Daniel J. Finnegan, Michael J. Proulx, Eamonn O'Neill, Christof Lutteroth
Proc. ACM Hum. Comput. Interact.2
2022 A Virtual Reality Application of the Rubber Hand Illusion Induced by Ultrasonic Mid-air Haptic Stimulation
abstract
Ultrasonic mid-air haptic technologies, which provide haptic feedback through airwaves produced using ultrasound, could be employed to investigate the sense of body ownership and immersion in virtual reality (VR) by inducing the virtual hand illusion (VHI). Ultrasonic mid-air haptic perception has solely been investigated for glabrous (hairless) skin, which has higher tactile sensitivity than hairy skin. In contrast, the VHI paradigm typically targets hairy skin without comparisons to glabrous skin. The aim of this article was to investigate illusory body ownership, the applicability of ultrasonic mid-air haptics, and perceived immersion in VR using the VHI. Fifty participants viewed a virtual hand being stroked by a feather synchronously and asynchronously with the ultrasonic stimulation applied to the glabrous skin on the palmar surface and the hairy skin on the dorsal surface of their hands. Questionnaire responses revealed that synchronous stimulation induced a stronger VHI than asynchronous stimulation. In synchronous conditions, the VHI was stronger for palmar stimulation than dorsal stimulation. The ultrasonic stimulation was also perceived as more intense on the palmar surface compared to the dorsal surface. Perceived immersion was not related to illusory body ownership per se but was enhanced by the provision of synchronous stimulation.
Anca Salagean, Jacob Hadnett-Hunter, Daniel J. Finnegan, Alexandra A. de Sousa, Michael J. Proulx
ACM Trans. Appl. Percept.3
2021 'Did You See That!?' Enhancing the Experience of Sports Media Broadcast for Blind People
Cagatay Goncu, Daniel J. Finnegan
INTERACT (1)2
2018 Interactive Feedforward for Improving Performance and Maintaining Intrinsic Motivation in VR Exergaming
abstract
Exergames commonly use low to moderate intensity exercise protocols. Their effectiveness in implementing high intensity protocols remains uncertain. We propose a method for improving performance while maintaining intrinsic motivation in high intensity VR exergaming. Our method is based on an interactive adaptation of the feedforward method: a psychophysical training technique achieving rapid improvement in performance by exposing participants to self models showing previously unachieved performance levels. We evaluated our method in a cycling-based exergame. Participants competed against (i) a self model which represented their previous speed; (ii) a self model representing their previous speed but increased resistance therefore requiring higher performance to keep up; or (iii) a virtual competitor at the same two levels of performance. We varied participants' awareness of these differences. Interactive feedforward led to improved performance while maintaining intrinsic motivation even when participants were aware of the interventions, and was superior to competing against a virtual competitor.
Soumya C. Barathi, Daniel J. Finnegan, Matthew Farrow, Alexander Whaley, Pippa Heath, Jude Buckley, Peter W. Dowrick, Burkhard Wünsche, James L. J. Bilzon, Eamonn O'Neill, Christof Lutteroth
CHI2
2018 HandMap: Robust Hand Pose Estimation via Intermediate Dense Guidance Map Supervision
Xiaokun Wu 0001, Daniel J. Finnegan, Eamonn O'Neill
ECCV (16)2
2016 Compensating for Distance Compression in Audiovisual Virtual Environments Using Incongruence
abstract
A key requirement for a sense of presence in Virtual Environments (VEs) is for a user to perceive space as naturally as possible. One critical aspect is distance perception. When judging distances, compression is a phenomenon where humans tend to underestimate the distance between themselves and target objects (termed egocentric or absolute compression), and between other objects (exocentric or relative compression). Results of studies in virtual worlds rendered through head mounted displays are striking, demonstrating significant distance compression error. Distance compression is a multisensory phenomenon, where both audio and visual stimuli are often compressed with respect to their distances from the observer. In this paper, we propose and test a method for reducing crossmodal distance compression in VEs. We report an empirical evaluation of our method via a study of 3D spatial perception within a virtual reality (VR) head mounted display. Applying our method resulted in more accurate distance perception in a VE at longer range, and suggests a modification that could adaptively compensate for distance compression at both shorter and longer ranges. Our results have a significant and intriguing implication for designers of VEs: an incongruent audiovisual display, i.e. where the audio and visual information is intentionally misaligned, may lead to better spatial perception of a virtual scene.
Daniel J. Finnegan, Eamonn O'Neill, Michael J. Proulx
CHI1