VLDB 2026 Research / reviewers in the wild / expert
Mark Parent
dblp:185/4940
· DBLP profile ↗
10ranked-venue papers
1as first author
7since 2021 · last 2026
0009-0004-2361-3245ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 8 · 1 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | A Probabilistic Approach to Understanding User Preferences for Adaptive Placement of AR Interfaces in Different Physical EnvironmentsabstractWe develop a probabilistic approach to understanding user preferences for adaptive placement of augmented reality (AR) interfaces in the physical environment through a series of user studies conducted using simulated desktop and virtual reality (VR) environments. From the first online crowdsourcing study and its validation in VR, we derived a set of potential factors behind user preferences for AR interface adaptation by assessing user-created layouts and analysing subjective user feedback. Building on this prior knowledge, we implemented a probabilistic optimisation system to generate adapted AR interfaces. Using generated layout pairs that prioritise different factors, we conducted a second online crowdsourcing study (N = 250) to elicit user preference rating data to quantify posterior probabilities for the weighting coefficients of the factors in the optimisation utility function. Overall, we found that the overall structures of layouts, such as shape and distribution, are more important to users than adapting to specific features of the environment, such as semantic associations between AR widgets and objects in the physical environments. We contribute a statistical model containing probabilistic distributions of different factors as a universal prior model that represents user preferences for AR interface placement that adapts to changing physical environments. Based on the results, we distil concrete guidelines for future adaptive AR interface systems regarding layout consistency, structure, and relationships between virtual widgets and physical objects. Qiushi Zhou, Jean Paul Vera Soto, Zhongyi Bai, Mark Parent, Kashyap Todi, Tanya R. Jonker, Eduardo Velloso |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | Investigating Augmented Reality for Adaptive Motor-Skill TrainingabstractAdaptive training of motor-skills, where the difficulty level of the training task is adapted optimally based on the learner’s skill levels, has been shown to enable higher learning gains compared to non-adaptive training. However, prior approaches rely on adapting physical tools that are tedious to design and build. This work investigates using augmented reality (AR) to achieve a similar objective of maintaining functional task difficulty – the difficulty experienced by the learner – at an optimal challenge point during adaptive training. A study prototype of an AR adaptive basketball training system was developed, wherein the learners train to throw a physical ball into a virtual AR hoop seen through a head-mounted device. Results from the study (N=16) aimed to measure the learning gains showed higher learning gains after adaptive AR training compared to non-adaptive AR training. An analysis of participant feedback, however, highlighted challenges with AR-based adaptive training, pointing to the need for a different design approach compared to the physical adaptive tools. Collectively, this exploratory study investigates the use of AR for adaptive motor-skill learning and lays the foundation for future research directions for the AR-tool design. Dishita G. Turakhia, Mark Parent, Tovi Grossman, Michael Glueck, Benjamin J. Lafreniere |
Graphics Interface | 2 |
| 2024 | MineXR: Mining Personalized Extended Reality InterfacesabstractExtended Reality (XR) interfaces offer engaging user experiences, but their effective design requires a nuanced understanding of user behavior and preferences. This knowledge is challenging to obtain without the widespread adoption of XR devices. We introduce MineXR, a design mining workflow and data analysis platform for collecting and analyzing personalized XR user interaction and experience data. MineXR enables elicitation of personalized interfaces from participants of a data collection: for any particular context, participants create interface elements using application screenshots from their own smartphone, place them in the environment, and simultaneously preview the resulting XR layout on a headset. Using MineXR, we contribute a dataset of personalized XR interfaces collected from 31 participants, consisting of 695 XR widgets created from 178 unique applications. We provide insights for XR widget functionalities, categories, clusters, UI element types, and placement. Our open-source tools and data support researchers and designers in developing future XR interfaces. Hyunsung Cho, Yukang Yan, Kashyap Todi, Mark Parent, Missie Smith, Tanya R. Jonker, Hrvoje Benko, David Lindlbauer |
CHI | 4 |
| 2023 | RadarVR: Exploring Spatiotemporal Visual Guidance in Cinematic VRabstractIn cinematic VR, viewers can only see a limited portion of the scene at any time. As a result, they may miss important events outside their field of view. While there are many techniques which offer spatial guidance (where to look), there has been little work on temporal guidance (when to look). Temporal guidance offers viewers a look-ahead time and allows viewers to plan their head motion for important events. This paper introduces spatiotemporal visual guidance and presents a new widget, RadarVR, which shows both spatial and temporal information of regions of interest (ROIs) in a video. Using RadarVR, we conducted a study to investigate the impact of temporal guidance and explore trade-offs between spatiotemporal and spatial-only visual guidance. Results show spatiotemporal feedback allows users to see a greater percentage of ROIs, with 81% more seen from their initial onset. We discuss design implications for future work in this space. Sean J. Liu, Rorik Henrikson, Tovi Grossman, Michael Glueck, Mark Parent |
UIST | 5 |
| 2022 | Weighted Pointer: Error-aware Gaze-based Interaction through Fallback ModalitiesabstractGaze-based interaction is a fast and ergonomic type of hands-free interaction that is often used with augmented and virtual reality when pointing at targets. Such interaction, however, can be cumbersome whenever user, tracking, or environmental factors cause eye tracking errors. Recent research has suggested that fallback modalities could be leveraged to ensure stable interaction irrespective of the current level of eye tracking error. This work thus presents Weighted Pointer interaction, a collection of error-aware pointing techniques that determine whether pointing should be performed by gaze, a fallback modality, or a combination of the two, depending on the level of eye tracking error that is present. These techniques enable users to accurately point at targets when eye tracking is accurate and inaccurate. A virtual reality target selection study demonstrated that Weighted Pointer techniques were more performant and preferred over techniques that required the use of manual modality switching. Ludwig Sidenmark, Mark Parent, Chihao Wu 0001, Joannes Chan, Michael Glueck, Daniel J. Wigdor, Tovi Grossman, Marcello Giordano |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2021 | StickyPie: A Gaze-Based, Scale-Invariant Marking Menu Optimized for AR/VRabstractThis 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. Through three empirical studies, we optimized and validated design parameters to mitigate these errors while reducing completion time, task load, and eye fatigue. Based on the findings from these studies, we derived a set of design guidelines to support gaze-based marking menus in AR/VR. To overcome the overshoot errors found with eye-based expert marking menu behaviour, we developed StickyPie, a marking menu technique that enables scale-independent marking input by estimating saccade landing positions. An evaluation of StickyPie revealed that StickyPie was easier to learn than the traditional technique (i.e., RegularPie) and was 10% more efficient after 3 sessions. Sunggeun Ahn, Stephanie Santosa, Mark Parent, Daniel J. Wigdor, Tovi Grossman, Marcello Giordano |
CHI | 3 |
| 2021 | False Positives vs. False Negatives: The Effects of Recovery Time and Cognitive Costs on Input Error PreferenceabstractExisting approaches to trading off false positive versus false negative errors in input recognition are based on imprecise ideas of how these errors affect user experience that are unlikely to hold for all situations. 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). Participants completed a tile selection task in which false positive and false negative errors were injected at a fixed rate, and the temporal cost to recover from each of the two types of error was varied, and then indicated a preference for one error type or the other, and a frustration rating for the task. Responses indicate that the temporal costs of error recovery can drive both frustration and relative error type preference, and that participants exhibit a bias against false positive errors, equivalent to ∼1.5 seconds or more of added temporal recovery time. Several explanations for this bias were revealed, including that false positive errors impose a greater attentional demand on the user, and that recovering from false positive errors imposes a task switching cost. Benjamin J. Lafreniere, Tanya R. Jonker, Stephanie Santosa, Mark Parent, Michael Glueck, Tovi Grossman, Hrvoje Benko, Daniel J. Wigdor |
UIST | 4 |
| 2019 | A Multimodal Approach to Improve the Robustness of Physiological Stress Prediction During Physical ActivityabstractStress is well known to have negative effects on health and workplace performance. Physiological sensing using wearables shows in turn great potential for realtime stress monitoring. While some off-the-shelf consumer products (e.g. smartwatches) already feature stress detection, there is still a pressing need to improve the robustness of these models in ecological settings where physical activity can hamper detection accuracy. In this paper, we show that using a multimodal physiological stress model can not only improve model accuracy, but can increase robustness to physical activity inference. To do so, we propose a video game based method to elicit emotional responses. More specifically, 48 participants played video games in which psychological stress and physical activity were jointly modulated. Physiological features showing robustness to stress are analyzed in order to guide further research. Mark Parent, Abhishek Tiwari 0003, Isabela Albuquerque, Jean-François Gagnon, Daniel Lafond, Sébastien Tremblay, Tiago H. Falk |
SMC | 1 |
| 2019 | Mental Workload Assessment During Physical Activity Using Non-linear Movement Artefact Robust Electroencephalography FeaturesabstractAssessment of mental workload is crucial in safety-critical applications. Often, such applications require the user to be ambulant, such as first responders (e.g., paramedics, firefighters, or police officers). Typically, mental workload models have relied on electroencephalography (EEG) signals. EEGs, however, are known to be highly sensitive to movement artefacts, thus limited applications exist for ambulant users and studies have mostly occurred in controlled laboratory settings. In this paper, we explore the robustness of new non-linear features against movement artefacts and test their effectiveness in monitoring mental workload for ambulant users with the end goal of developing mitigation measures based on mental state of operators. To this end, an EEG experiment was conducted where mental workload and physical activity levels were modulated simultaneously and data was collected from 48 participants. Classical EEG features used for workload assessment, such as spectral power and amplitude/phase coherence, were used as benchmarks and compared against the proposed non-linear multi-scale permutation entropy features. Experimental results show the proposed features consistently outperforming the benchmark ones, thus high-lighting their robustness to movement artefacts. Abhishek Tiwari 0003, Isabela Albuquerque, Jean-François Gagnon, Daniel Lafond, Mark Parent, Sébastien Tremblay, Tiago H. Falk |
SMC | 5 |
| 2018 | On the Analysis of EEG Features for Mental Workload Assessment During Physical ActivityabstractAssessment of mental workload is crucial for applications which require constant attention and where conditions such as mental fatigue and drowsiness must be avoided. As such, electroencephalography (EEG) based mental workload models have been developed in the past. The majority of these models, however, have assumed individuals are not ambulant, thus bypassing the issue of movement-related EEG artefacts. While such models may be useful for a number of applications (e.g., operators are sitting), they may not apply in situations in which operators are performing their task under different physical activity levels. Representative examples can include first responders, such as paramedics, firefighters, or police officers. In this work, we take the first steps towards overcoming this limitation and present results of an experiment simultaneously eliciting increasing mental workload states at varying physical activity levels. EEG data from forty-seven participants was collected while they performed the NASA Revised Multi-Attribute Task Battery II (MATB-II) under three different activity level conditions (no, medium, high). In this study, we report the effects of activity on the noise-robustness and distribution of several spectral, amplitude/phase coherence, and amplitude modulation features, with the ultimate goal of deriving a feature set tailored towards automated workload assessment during physical activity. Preliminary results show spectral features acquired from the frontal area of the cortex as the most promising and that activity aware mental workload models should be developed. Isabela Albuquerque, Abhishek Tiwari 0003, Jean-François Gagnon, Daniel Lafond, Mark Parent, Sébastien Tremblay, Tiago H. Falk |
SMC | 5 |