VLDB 2026 Research / reviewers in the wild / expert
Tom Bullock
dblp:196/4601
· DBLP profile ↗
6ranked-venue papers
1as first author
5since 2021 · last 2026
0000-0002-8551-905XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | SABER: Spatial Attention, Brain, Extended RealityabstractTracking moving objects is a critical skill for many everyday tasks, such as crossing a busy street, driving a car or catching a ball. Attention is a key cognitive function that supports object tracking; however, our understanding of the brain mechanisms that support attention is almost exclusively based on evidence from tasks that present stable objects at fixed locations. Accounts of multiple object tracking are also limited because they are largely based on behavioral data alone and involve tracking objects in a 2D plane. Consequently, the neural mechanisms that enable moment-by-moment tracking of goal-relevant objects remain poorly understood. To address this knowledge gap, we developed SABER (Spatial Attention, Brain, Extended Reality), a new framework for studying the behavioral and neural dynamics of attention to objects moving in 3D. Participants (n=32) completed variants of a task inspired by the popular virtual reality (VR) game Beat Saber, where they used virtual sabers to strike stationary and moving color-defined target spheres while we recorded electroencephalography (EEG). We first established that standard univariate EEG metrics which are typically used to study spatial attention to static objects presented on 2D screens, can generalize effectively to an immersive VR context involving both static and dynamic 3D stimuli. We then used a computational modeling approach to reconstruct moment-by-moment attention to the locations of stationary and moving objects from oscillatory brain activity, demonstrating the feasibility of precisely tracking attention in a 3D space. These results validate SABER, and provide a foundation for future research that is critical not only for understanding how attention works in the physical world, but is also directly relevant to the development of better VR applications. The insights gained here can potentially inform the design of more intuitive interfaces, effective training simulations, and immersive experiences optimized for the human attention system. Tom Bullock, Emily Machniak, You-Jin Kim, Radha Kumaran, Justin Kasowski, Apurv Varshney, Julia Ram, Melissa M. Hernandez, Stina Johansson, Neil M. Dundon, Tobias Höllerer, Barry Giesbrecht |
VR | 1 |
| 2025 | On the Go with AR: Attention to Virtual and Physical Targets while Varying Augmentation DensityabstractAugmented reality is projected to be a primary mode of information consumption on the go, seamlessly integrating virtual content into the physical world. However, the potential perceptual demands of viewing virtual annotations while navigating a physical environment could impact user efficacy and safety, and the implications of these demands are not well understood. Here, we investigate the impact of virtual path guidance and augmentation density (visual clutter) on search performance and memory. Participants walked along a predefined path, searching for physical or virtual items. They experienced two levels of augmentation density, and either walked freely or with enforced speed and path guidance. Augmentation density impacted behavior and reduced awareness of uncommon objects in the environment. Analysis of search task performance and post-experiment item recall revealed differing attention to physical and virtual objects. On the basis of these findings we outline considerations for AR apps designed for use on the go. You-Jin Kim, Radha Kumaran, Jingjing Luo, Tom Bullock, Barry Giesbrecht, Tobias Höllerer |
CHI | 4 |
| 2023 | The Impact of Navigation Aids on Search Performance and Object Recall in Wide-Area Augmented RealityabstractHead-worn augmented reality (AR) is a hotly pursued and increasingly feasible contender paradigm for replacing or complementing smartphones and watches for continual information consumption. Here, we compare three different AR navigation aids (on-screen compass, on-screen radar and in-world vertical arrows) in a wide-area outdoor user study (n=24) where participants search for hidden virtual target items amongst physical and virtual objects. We analyzed participants’ search task performance, movements, eye-gaze, survey responses and object recall. There were two key findings. First, all navigational aids enhanced search performance relative to a control condition, with some benefit and strongest user preference for in-world arrows. Second, users recalled fewer physical objects than virtual objects in the environment, suggesting reduced awareness of the physical environment. Together, these findings suggest that while navigational aids presented in AR can enhance search task performance, users may pay less attention to the physical environment, which could have undesirable side-effects. Radha Kumaran, You-Jin Kim, Anne E. Milner, Tom Bullock, Barry Giesbrecht, Tobias Höllerer |
CHI | 4 |
| 2022 | Investigating Search Among Physical and Virtual Objects Under Different Lighting ConditionsabstractBy situating computer-generated content in the physical world, mobile augmented reality (AR) can support many tasks that involve effective search and inspection of physical environments. Currently, there is limited information regarding the viability of using AR in realistic wide-area outdoor environments and how AR experiences affect human behavior in these environments. Here, we conducted a wide-area outdoor AR user study ($n=48$) using a commercially available AR headset (Microsoft Hololens 2) to compare (1) user interactions with physical and virtual objects in the environment (2) the effects of different lighting conditions on user behavior and AR experience and (3) the impact of varying cognitive load on AR task performance. Participants engaged in a treasure hunt task where they searched for and classified virtual target items (green "gems") in an augmented outdoor courtyard scene populated with physical and virtual objects. Cognitive load was manipulated so that in half the search trials users were required to monitor an audio stream and respond to specific target sounds. Walking paths, head orientation and eye gaze information were measured, and users were queried about their memory of encountered objects and provided feedback on the experience. Key findings included (1) Participants self-reported significantly lower comfort in the ambient natural light condition, with virtual objects more visible and participants more likely to walk into physical objects at night; (2) recall for physical objects was worse than for virtual objects, (3) participants discovered more gems hidden behind virtual objects than physical objects, implying higher attention on virtual objects and (4) dual-tasking modified search behavior. These results suggest there are important technical, perceptual and cognitive factors that must be considered if the full potential of "anywhere and anytime mobile AR" is to be realized. You-Jin Kim, Radha Kumaran, Ehsan Sayyad, Anne E. Milner, Tom Bullock, Barry Giesbrecht, Tobias Höllerer |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2021 | StressNet: Detecting Stress in Thermal VideosabstractPrecise measurement of physiological signals is critical for the effective monitoring of human vital signs. Recent developments in computer vision have demonstrated that signals such as pulse rate and respiration rate can be extracted from digital video of humans, increasing the possibility of contact-less monitoring. This paper presents a novel approach to obtaining physiological signals and classifying stress states from thermal video. The proposed network–"StressNet"–features a hybrid emission representation model that models the direct emission and absorption of heat by the skin and underlying blood vessels. This results in an information-rich feature representation of the face, which is used by spatio-temporal network for reconstructing the ISTI ( Initial Systolic Time Interval : a measure of change in cardiac sympathetic activity that is considered to be a quantitative index of stress in humans). The reconstructed ISTI signal is fed into a stress-detection model to detect and classify the individual’s stress state (i.e. stress or no stress). A detailed evaluation demonstrates that Stress-Net achieves estimated the ISTI signal with 95% accuracy and detect stress with average precision of 0.842. A S. M. Iftekhar, Michael Goebel, Tom Bullock, Mary H. MacLean, Michael B. Miller, Tyler Santander, Barry Giesbrecht, Scott T. Grafton, B. S. Manjunath |
WACV | 4 |
| 2019 | Multimodal Classification of EEG During Physical ActivityabstractBrain Computer Interfaces (BCIs) typically utilize electroencephalography (EEG) to enable control of a computer through brain signals. However, EEG is susceptible to a large amount of noise, especially from muscle activity, making it difficult to use in ubiquitous computing environments where mobility and physicality are important features. In this work, we present a novel multimodal approach for classifying the P300 event related potential (ERP) component by coupling EEG signals with nonscalp electrodes (NSE) that measure ocular and muscle artifacts. We demonstrate the effectiveness of our approach on a new dataset where the P300 signal was evoked with participants on a stationary bike under three conditions of physical activity: rest, low-intensity, and high-intensity exercise. We show that intensity of physical activity impacts the performance of both our proposed model and existing state-of-the-art models. After incorporating signals from nonscalp electrodes our proposed model performs significantly better for the physical activity conditions. Our results suggest that the incorporation of additional modalities related to eye-movements and muscle activity may improve the efficacy of mobile EEG-based BCI systems, creating the potential for ubiquitous BCI. Yi Ding 0010, Brandon Huynh, Aiwen Xu, Tom Bullock, Hubert Cecotti, Matthew Turk 0001, Barry Giesbrecht, Tobias Höllerer |
ICMI | 4 |