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Lucia A. Cherep

dblp:210/2096 · DBLP profile ↗
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6ranked-venue papers
0as first author
2since 2021 · last 2022
0000-0002-3054-6018ORCID · verified

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

Artificial intelligence and machine learning · 3Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
3 papers
Virtual and augmented reality · 88% Visualization and visual analytics · 12%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
locomotion interfaces
1.022022
Remote research on locomotion interfaces for virtual reality: Replication of a lab-based study on teleporting interfaces · IEEE Trans. Vis. Comput. Graph. 2022
Teleporting through virtual environments: Effects of path scale and environment scale on spatial updating · IEEE Trans. Vis. Comput. Graph. 2020
Virtual and augmented reality › locomotion
teleportation
1.022022
Remote research on locomotion interfaces for virtual reality: Replication of a lab-based study on teleporting interfaces · IEEE Trans. Vis. Comput. Graph. 2022
Teleporting through virtual environments: Effects of path scale and environment scale on spatial updating · IEEE Trans. Vis. Comput. Graph. 2020
Visualization and visual analytics
usability and user experience research
0.512021
Who Are Virtual Reality Headset Owners? A Survey and Comparison of Headset Owners and Non-Owners · VR 2021
Virtual and augmented reality › immersive display
head-mounted display
0.112021
Who Are Virtual Reality Headset Owners? A Survey and Comparison of Headset Owners and Non-Owners · VR 2021
Virtual and augmented reality
immersive interaction
0.112021
Who Are Virtual Reality Headset Owners? A Survey and Comparison of Headset Owners and Non-Owners · VR 2021
Virtual and augmented reality › navigation
landmark-based navigation
0.112020
Teleporting through virtual environments: Effects of path scale and environment scale on spatial updating · IEEE Trans. Vis. Comput. Graph. 2020
Virtual and augmented reality
navigation
0.112020
Teleporting through virtual environments: Effects of path scale and environment scale on spatial updating · IEEE Trans. Vis. Comput. Graph. 2020

Methods — techniques the papers use, named apart from their topics

remote replication study · 0.6survey · 0.5online recruitment · 0.5triangle completion task · 0.4
YearPublicationVenuePosition
2022 Remote research on locomotion interfaces for virtual reality: Replication of a lab-based study on teleporting interfaces
abstract
The wide availability of consumer-oriented virtual reality (VR) equipment has enabled researchers to recruit existing VR owners to participate remotely using their own equipment. Yet, there are many differences between lab environments and home environments, as well as differences between participant samples recruited for lab studies and remote studies. This paper replicates a lab-based experiment on VR locomotion interfaces using a remote sample. Participants completed a triangle-completion task (travel two path legs, then point to the path origin) using their own VR equipment in a remote, unsupervised setting. Locomotion was accomplished using two versions of the teleporting interface varying in availability of rotational self-motion cues. The size of the traveled path and the size of the surrounding virtual environment were also manipulated. Results from remote participants largely mirrored lab results, with overall better performance when rotational self-motion cues were available. Some differences also occurred, including a tendency for remote participants to rely less on nearby landmarks, perhaps due to increased competence with using the teleporting interface to update self-location. This replication study provides insight for VR researchers on aspects of lab studies that may or may not replicate remotely.
Jonathan W. Kelly, Melynda Hoover, Taylor A. Doty, Alex Raymond Renner, Moriah Zimmerman, Kimberly Knuth, Lucia A. Cherep, Stephen B. Gilbert
IEEE Trans. Vis. Comput. Graph.7
2021 Who Are Virtual Reality Headset Owners? A Survey and Comparison of Headset Owners and Non-Owners
abstract
The number of people who own a virtual reality (VR) head-mounted display (HMD) has reached a point where researchers can readily recruit HMD owners to participate remotely using their own equipment. However, HMD owners recruited online may differ from the university community members who typically participate in VR research. HMD owners (n=220) and non-owners (n=282) were recruited through two online work sites-Amazon's Mechanical Turk and Prolific-and an undergraduate participant pool. Participants completed a survey in which they provided demographic information and completed measures of HMD use, video game use, spatial ability, and motion sickness susceptibility. In the context of the populations sampled, the results provide 1) a characterization of HMD owners, 2) a snapshot of the most commonly owned HMDs, 3) a comparison between HMD owners and non-owners, and 4) a comparison among online workers and undergraduates. Significant gender differences were found: men reported lower motion sickness susceptibility and more video game hours than women, and men outperformed women on spatial tasks. Men comprised a greater proportion of HMD owners than non-owners, but after accounting for this imbalance, HMD owners did not differ appreciably from non-owners. Comparing across recruitment platform, male undergraduates outperformed male online workers on spatial tests, and female undergraduates played fewer video game hours than female online workers. The data removal rate was higher from Amazon compared to Prolific, possibly reflecting greater dishonesty. These results provide a description of HMD users that can inform researchers recruiting remote participants through online work sites. These results also signal a need for caution when comparing in-person VR research that primarily enrolls undergraduates to online VR research that enrolls online workers.
Jonathan W. Kelly, Lucia A. Cherep, Alex F. Lim, Taylor A. Doty, Stephen B. Gilbert
VR2
2020 Teleporting through virtual environments: Effects of path scale and environment scale on spatial updating
abstract
Virtual reality systems typically allow users to physically walk and turn, but virtual environments (VEs) often exceed the available walking space. Teleporting has become a common user interface, whereby the user aims a laser pointer to indicate the desired location, and sometimes orientation, in the VE before being transported without self-motion cues. This study evaluated the influence of rotational self-motion cues on spatial updating performance when teleporting, and whether the importance of rotational cues varies across movement scale and environment scale. Participants performed a triangle completion task by teleporting along two outbound path legs before pointing to the unmarked path origin. Rotational self-motion reduced overall errors across all levels of movement scale and environment scale, though it also introduced a slight bias toward under-rotation. The importance of rotational self-motion was exaggerated when navigating large triangles and when the surrounding environment was large. Navigating a large triangle within a small VE brought participants closer to surrounding landmarks and boundaries, which led to greater reliance on piloting (landmark-based navigation) and therefore reduced-but did not eliminate-the impact of rotational self-motion cues. These results indicate that rotational self-motion cues are important when teleporting, and that navigation can be improved by enabling piloting.
Jonathan W. Kelly, Alec G. Ostrander, Alex F. Lim, Lucia A. Cherep, Stephen B. Gilbert
IEEE Trans. Vis. Comput. Graph.4
2019 Visual Stabilization of Balance in Virtual Reality Using the HTC Vive
abstract
Vision in real environments stabilizes balance compared to an eyes-closed condition. For virtual reality to be safe and fully effective in applications such as physical rehabilitation, vision in virtual reality should stabilize balance as much as vision in the real world. Older virtual reality technology was previously found to stabilize balance but by less than half as much as real-world vision. Recent advancements in display technology might allow for vision in virtual reality to be as stabilizing as vision in the real world. This study evaluated whether viewing a virtual environment through the HTC Vive—a new consumer-grade head-mounted display—stabilizes balance, and whether visual stabilization is similar to that provided by real-world vision. Participants viewed the real laboratory or a virtual replica of the laboratory and attempted to maintain an unstable stance with eyes open or closed while standing at one of two viewing distances. Vision was significantly stabilizing in all conditions, but the virtual environment provided less visual stabilization than did the real environment. Regardless of the environment, near viewing led to greater visual stabilization than did far viewing. The smaller stabilizing influence of viewing a virtual compared to real environment might lead to greater risk of falls in virtual reality and smaller gains in physical rehabilitation using virtual reality.
Jonathan W. Kelly, Brenna Klesel, Lucia A. Cherep
ACM Trans. Appl. Percept.3
2018 Comparison of Two Methods for Improving Distance Perception in Virtual Reality
abstract
Distance is commonly underperceived in virtual environments (VEs) compared to real environments. Past work suggests that displaying a replica VE based on the real surrounding environment leads to more accurate judgments of distance, but that work has lacked the necessary control conditions to firmly make this conclusion. Other research indicates that walking through a VE with visual feedback improves judgments of distance and size. This study evaluated and compared those two methods for improving perceived distance in VEs. All participants experienced a replica VE based on the real lab. In one condition, participants visually previewed the real lab prior to experiencing the replica VE, and in another condition they did not. Participants performed blind-walking judgments of distance and also judgments of size in the replica VE before and after walking interaction. Distance judgments were more accurate in the preview compared to no preview condition, but size judgments were unaffected by visual preview. Distance judgments and size judgments increased after walking interaction, and the improvement was larger for distance than for size judgments. After walking interaction, distance judgments did not differ based on visual preview, and walking interaction led to a larger improvement in judged distance than did visual preview. These data suggest that walking interaction may be more effective than visual preview as a method for improving perceived space in a VE.
Jonathan W. Kelly, Lucia A. Cherep, Brenna Klesel, Zachary D. Siegel, Seth George
ACM Trans. Appl. Percept.2
2017 Perceived Space in the HTC Vive
abstract
Underperception of egocentric distance in virtual reality has been a persistent concern for almost 20 years. Modern head-mounted displays (HMDs) appear to have begun to ameliorate underperception. The current study examined several aspects of perceived space in the HTC Vive. Blind-walking distance judgments, verbal distance judgments, and size judgments were measured in two distinct virtual environments (VEs)—a high-quality replica of a real classroom and an empty grass field—as well as the real classroom upon which the classroom VE was modeled. A brief walking interaction was also examined as an intervention for improving anticipated underperception in the VEs. Results from the Vive were compared to existing data using two older HMDs (nVisor SX111 and ST50). Blind-walking judgments were more accurate in the Vive compared to the older displays, and did not differ substantially from the real world nor across VEs. Size judgments were more accurate in the classroom VE than the grass VE and in the Vive compared to the older displays. Verbal judgments were significantly smaller in the classroom VE compared to the real classroom and did not significantly differ across VEs. Blind-walking and size judgments were more accurate after walking interaction, but verbal judgments were unaffected. The results indicate that underperception of distance in the HTC Vive is less than in older displays but has not yet been completely resolved. With more accurate space perception afforded by modern HMDs, alternative methods for improving judgments of perceived space—such as walking interaction—may no longer be necessary.
Jonathan W. Kelly, Lucia A. Cherep, Zachary D. Siegel
ACM Trans. Appl. Percept.2