Tiffany Luong

dblp:225/8499 · DBLP profile ↗
← Back
13ranked-venue papers
7as first author
8since 2021 · last 2024
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 7 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 9 · 4 first-author · 4 since 2021
YearPublicationVenuePosition
2024 HistoLab VR: A User Elicitation Study Exploring the Potential of Virtual Reality Game-based Learning for Hazard Awareness
abstract
Occupational medicine is a vital field for workplace safety and health but often encounters challenges in engaging students and effectively communicating subtle yet critical workplace hazards. To tackle these issues, we developed HistoLab VR, a Virtual Reality (VR) game that immerses participants in a histology lab environment based on real-world practice. Our comprehensive user study with 17 students and experts assessed the game’s impact on hazard awareness, interest in occupational medicine, and user experience through quantitative and qualitative measures. Our findings show that HistoLab VR not just immersed participants in a relatable histology lab worker experience but that it effectively raised awareness about subtle hazards and conveyed the inherent stress of the job. We discuss our results and highlight the potential of VR as a valuable educational tool for occupational medicine training.
Robin Timon Hänni, Tiffany Luong, Julia Chatain, Felix Mangold, Holger Dressel, Christian Holz 0001
VRST2
2023 InfinitePaint: Painting in Virtual Reality with Passive Haptics Using Wet Brushes and a Physical Proxy Canvas
abstract
Digital painting interfaces require an input fidelity that preserves the artistic expression of the user. Drawing tablets allow for precise and low-latency sensing of pen motions and other parameters like pressure to convert them to fully digitized strokes. A drawback is that those interfaces are rigid. While soft brushes can be simulated in software, the haptic sensation of the rigid pen input device is different compared to using a soft wet brush on paper. We present InfinitePaint, a system that supports digital painting in Virtual Reality on real paper with a real wet brush. We use special paper that turns black wherever it comes into contact with water and turns blank again upon drying. A single camera captures those temporary strokes and digitizes them while applying properties like color or other digital effects. We tested our system with artists and compared the subjective experience with a drawing tablet.
Andreas Rene Fender, Thomas Roberts, Tiffany Luong, Christian Holz 0001
CHI3
2023 ViGather: Inclusive Virtual Conferencing with a Joint Experience Across Traditional Screen Devices and Mixed Reality Headsets
abstract
Teleconferencing is poised to become one of the most frequent use cases of immersive platforms, since it supports high levels of presence and embodiment in collaborative settings. On desktop and mobile platforms, teleconferencing solutions are already among the most popular apps and accumulate significant usage time---not least due to the pandemic or as a desirable substitute for air travel or commuting. In this paper, we present ViGather, an immersive teleconferencing system that integrates users of all platform types into a joint experience via equal representation and a first-person experience. ViGather renders all participants as embodied avatars in one shared scene to establish co-presence and elicit natural behavior during collocated conversations, including nonverbal communication cues such as eye contact between participants as well as body language such as turning one's body to another person or using hand gestures to emphasize parts of a conversation during the virtual hangout. Since each user embodies an avatar and experiences situated meetings from an egocentric perspective no matter the device they join from, ViGather alleviates potential concerns about self-perception and appearance while mitigating potential 'Zoom fatigue', as users' self-views are not shown. For participants in Mixed Reality, our system leverages the rich sensing and reconstruction capabilities of today's headsets. For users of tablets, laptops, or PCs, ViGather reconstructs the user's pose from the device's front-facing camera, estimates eye contact with other participants, and relates these non-verbal cues to immediate avatar animations in the shared scene. Our evaluation compared participants' behavior and impressions while videoconferencing in groups of four inside ViGather with those in Meta Horizon as a baseline for a social VR setting. Participants who participated on traditional screen devices (e.g., laptops and desktops) using ViGather reported a significantly higher sense of physical, spatial, and self-presence than when using Horizon, while all perceived similar levels of active social presence when using Virtual Reality headsets. Our follow-up study confirmed the importance of representing users on traditional screen devices as reconstructed avatars for perceiving self-presence.
Huajian Qiu, Paul Streli, Tiffany Luong, Christoph Gebhardt, Christian Holz 0001
Proc. ACM Hum. Comput. Interact.3
2023 Controllers or Bare Hands? A Controlled Evaluation of Input Techniques on Interaction Performance and Exertion in Virtual Reality
abstract
Virtual Reality (VR) systems have traditionally required users to operate the user interface with controllers in mid-air. More recent VR systems, however, integrate cameras to track the headset's position inside the environment as well as the user's hands when possible. This allows users to directly interact with virtual content in mid-air just by reaching out, thus discarding the need for hand-held physical controllers. However, it is unclear which of these two modalities-controller-based or free-hand interaction-is more suitable for efficient input, accurate interaction, and long-term use under reliable tracking conditions. While interacting with hand-held controllers introduces weight, it also requires less finger movement to invoke actions (e.g., pressing a button) and allows users to hold on to a physical object during virtual interaction. In this paper, we investigate the effect of VR input modality (controller vs. free-hand interaction) on physical exertion, agency, task performance, and motor behavior across two mid-air interaction techniques (touch, raycast) and tasks (selection, trajectory-tracing). Participants reported less physical exertion, felt more in control, and were faster and more accurate when using VR controllers compared to free-hand interaction in the raycast setting. Regarding personal preference, participants chose VR controllers for raycast but free-hand interaction for mid-air touch. Our correlation analysis revealed that participants' physical exertion increased with selection speed, quantity of arm motion, variation in motion speed, and bad postures, following ergonomics metrics such as consumed endurance and rapid upper limb assessment. We also found a negative correlation between physical exertion and the participant's sense of agency, and between physical exertion and task accuracy.
Tiffany Luong, Yi Fei Cheng 0001, Max Möbus, Andreas Rene Fender, Christian Holz 0001
IEEE Trans. Vis. Comput. Graph.1
2022 ComforTable User Interfaces: Surfaces Reduce Input Error, Time, and Exertion for Tabletop and Mid-air User Interfaces
abstract
Real-world work-spaces typically revolve around tables, which enable knowledge workers to comfortably perform tasks over an extended period of time during productivity tasks. Tables afford more ergonomic postures and provide opportunities for rest, which raises the question of whether they may also benefit prolonged interaction in Virtual Reality (VR). In this paper, we investigate the effects of tabletop surface presence in situated VR settings on task performance, behavior, and subjective experience. In an empirical study, 24 participants performed two tasks (selection, docking) on virtual interfaces placed at two distances and two orientations. Our results show that a physical tabletop inside VR improves comfort, agency, and task performance while decreasing physical exertion and strain of the neck, shoulder, elbow, and wrist, assessed through objective metrics and subjective reporting. Notably, we found that these benefits apply when the UI is placed on and aligned with the table itself as well as when it is positioned vertically in mid-air above it. Our experiment therefore provides empirical evidence for integrating physical table surfaces into VR scenarios to enable and support prolonged interaction. We conclude by discussing the effective usage of surfaces in situated VR experiences and provide initial guidelines.
Yi Fei Cheng 0001, Tiffany Luong, Andreas Rene Fender, Paul Streli, Christian Holz 0001
ISMAR2
2022 Demographic and Behavioral Correlates of Cybersickness: A Large Lab-in-the-Field Study of 837 Participants
abstract
ybersickness has been one of the main impediments to the widespread adoption of Virtual Reality for decades. It has been argued that several factors can influence the occurrence of cybersickness, such as technical factors, interaction design, but also users’ demographics and their perceived presence. Yet, previous studies had comparably small sample sizes and demographically homogeneous samples; comparisons across studies (e.g., regarding demographic factors) are challenging due to the large variation in the studied virtual environments. In this paper, we address these limitations and report the results of a lab-in-the-field experiment on cybersickness with a large and heterogeneous sample of $N =837$ participants who navigated and interacted inside a virtual environment (ages 18–80, $M = 29.34, SD = 9.50$, 431 males, 400 females, 6 non-binaries and other). We found that female participants and participants with lower VR experience were more susceptible to experiencing higher levels of cybersickness. Participants’ cybersickness levels increased with the time spent in VR and with the distance traversed in the virtual world up to a point, above which reported levels declined. We also found a link between higher levels of cybersickness and reduced head motion, as well as between lower levels of cybersickness and more head motion, which led them to explore more of the virtual environment. In contrast to past studies, we did not find any evidence suggesting an effect of age on cybersickness, nor a negative correlation between presence and cybersickness. Based on our results, we derived a model that achieves a mean classification accuracy of 67.1% for two levels of cybersickness using demographic, user experience, and behavioral data in VR.
Tiffany Luong, Adéla Plechatá, Max Möbus, Michael Atchapero, Robert Böhm, Guido Makransky, Christian Holz 0001
ISMAR1
2022 Characterizing Physiological Responses to Fear, Frustration, and Insight in Virtual Reality
abstract
Physiological sensing often complements studies of human behavior in virtual reality (VR) to detect users' affective and cognitive states. Some psychological states, such as fear and frustration, can be particularly hard to differentiate from a physiological perspective as they are close in the arousal and valence emotional space. Moreover, it is largely unclear how users' physiological reactions are expressed in response to transient psychological states such as fear, frustration, and insight-especially since these are rich indicators for characterizing users' responses to dynamic systems but are hard to capture in highly interactive settings. We conducted a study ($N=24$) to analyze participants' pulmonary, electrodermal, cardiac, and pupillary responses to moments of fear, frustration, and insight in immersive settings. Participants interacted in five VR environments, throughout which we measured their physiological reactions and analyzed the patterns we observed. We also measured subjective fear and frustration using questionnaires. We found differences between fear and frustration pupillary, respiratory, and electrodermal responses, as well as between the pupillary changes that followed fear in a horror game and those that followed fear in a vertigo experiment. We present the relationships between fear levels, frustration levels, and their physiological responses. To detect these affective events and states, we introduce user-independent binary classification models that achieved an average micro $F_{1}$ score of 71% for detecting fear in a horror game, 75% for fear of vertigo, 76% for frustration, and 75% for insight, showing the promise for detecting these states from passive and objective signals.
Tiffany Luong, Christian Holz 0001
IEEE Trans. Vis. Comput. Graph.1
2022 A Survey on Affective and Cognitive VR
abstract
In Virtual Reality (VR), users can be immersed in emotionally intense and cognitively engaging experiences. Yet, despite strong interest from scholars and a large amount of work associating VR and Affective and Cognitive States (ACS), there is a clear lack of structured and systematic form in which this research can be classified. We define "Affective and Cognitive VR" to relate to works which (1) induce ACS, (2) recognize ACS, or (3) exploit ACS by adapting virtual environments based on ACS measures. This survey clarifies the different models of ACS, presents the methods for measuring them with their respective advantages and drawbacks in VR, and showcases Affective and Cognitive VR studies done in an Immersive Virtual Environment (IVE) in a non-clinical context. Our article covers the main research lines in Affective and Cognitive VR. We provide a comprehensive list of references with the analysis of 63 research articles and summarize future works directions.
Tiffany Luong, Anatole Lécuyer, Ferran Argelaguet
IEEE Trans. Vis. Comput. Graph.1
2020 Towards Real-Time Recognition of Users Mental Workload Using Integrated Physiological Sensors Into a VR HMD
abstract
This paper describes an “all-in-one” solution for the real-time recognition of users' mental workloads in virtual reality through the customization of a commercial HMD with physiological sensors. First, we describe the hardware and software solution employed to build the system. Second, we detail the machine learning methods used for the automatic recognition of the users' mental workload, which are based on the well-known Random Forest algorithm. In order to gather data to train the system, we conducted an extensive user study with 75 participants using a VR flight simulator to induce different levels of mental workload. In contrast to previous works which label the data based on a standardized task (e.g., n-back task) or on a pre-defined task-difficulty, participants were asked about their perceived mental workload level along the experiment. With the data collected, we were able to train the system in order to classify four different levels of mental workload with an accuracy up to 65%. In addition, we discuss the role of the signal normalization procedures, the contribution of the different physiological signals on the recognition accuracy and compare the results obtained with the sensors embedded in the HMD with commercial grade systems. Preliminary results show our pipeline is able to recognize mental workload in real-time. Taken together, our results suggest that such all-in-one approach, with physiological sensors directly embedded in the HMD, is a promising path for VR applications in which the real-time or off-line estimation of Mental Workload assessment is beneficial.
Tiffany Luong, Anaïs Raison, Ferran Argelaguet, Jean-Marc Diverrez, Anatole Lécuyer
ISMAR1
2020 Introducing Mental Workload Assessment for the Design of Virtual Reality Training Scenarios
abstract
Training is one of the major use cases of Virtual Reality (VR) due to the flexibility and reproducibility of VR simulations. However, the use of the user’s cognitive state, and in particular mental workload (MWL), remains largely unexplored in the design of training scenarios. In this paper, we propose to consider MWL for the design of complex training scenarios involving multiple parallel tasks in VR. The proposed approach is based on the assessment of the MWL elicited by each potential task configuration in the training application. Following the assessment, the resulting model is then used to create training scenarios able to modulate the user’s MWL over time. This approach is illustrated by a VR flight training simulator based on the Multi-Attribute Task Battery II, which solicits different cognitive resources, able to generate 12 different tasks configurations. A first user study (N = 38) was conducted to assess the MWL for each task configuration using self-reports and performance measurements. This assessment was then used to generate three training scenarios in order to induce different levels of MWL over time. A second user study (N = 14) confirmed that the proposed approach was able to induce the expected mental workload over time for each training scenario. These results pave the way to further studies exploring how MWL modulation can be used to improve VR training applications.
Tiffany Luong, Ferran Argelaguet, Anatole Lécuyer
VR1
2019 Pyramid Escape: Design of Novel Passive Haptics Interactions for an Immersive and Modular Scenario
abstract
In this paper, we present the design of ten different 3D user interactions using passive haptics and embedded in an escape game scenario in which users have to escape from a pyramid in a limited time. Our solution is innovative by its modularity, allowing interactions with virtual objects using tangible props manipulated either directly using the hands and feet or indirectly through a single prop held in the hand, in order to perform several interactions with the virtual environment (VE). We also propose a navigation technique based on the “impossible spaces” design, allowing users to naturally walk through several overlapping rooms of the VE. All together, our different interaction techniques allow the users to solve several enigmas built into a challenging scenario inside a pyramid.
Hugo Brument, Rebecca Fribourg, Gerard Gallagher, Thomas Howard, Flavien Lécuyer, Tiffany Luong, Victor Mercado, Etienne Peillard, Xavier de Tinguy, Maud Marchal
VR6
2019 Studying the Mental Effort in Virtual Versus Real Environments
abstract
Is there an effect of Virtual Reality (VR) Head-Mounted Display (HMD) on the user's mental effort? In this paper, we compare the mental effort in VR versus in real environments. An experiment (N=27) was conducted to assess the effect of being immersed in a virtual environment (VE) using an HMD on the user's mental effort while performing a standardized cognitive task (the well-known N-back task, with three levels of difficulty, N ∈ {1,2,3}). In addition to test the effect of the environment (i.e., virtual versus real), we also explored the impact of performing a dual task (i.e., sitting versus walking) in both environments on mental effort. The mental effort was assessed through self-report, task performance, behavioural and physiological measures. In a nutshell, the analysis of all measurements revealed no significant effect of being immersed in the VE on the users' mental effort. In contrast, natural walking significantly increased the users' mental effort. Taken together, our results support the fact there is no specific additional mental effort related to the immersion in a VE using a VR HMD.
Tiffany Luong, Ferran Argelaguet, Anatole Lécuyer
VR1
2018 Toward Intuitive 3D User Interfaces for Climbing, Flying and Stacking
abstract
In this paper, we propose 3D user interfaces (3DUI) that are adapted to specific Virtual Reality (VR) tasks: climbing a ladder using a puppet metaphor, piloting a drone thanks to a 3D virtual compass and stacking 3D objects with physics-based manipulation and time control. These metaphors have been designed to provide the user with an intuitive, playful and efficient way to perform each task.
Antonin Bernardin, Guillaume Cortes, Rebecca Fribourg, Tiffany Luong, Florian Nouviale, Hakim Si-Mohammed
VR4