VLDB 2026 Research / reviewers in the wild / expert
Michael E. Walker
dblp:233/0420
· DBLP profile ↗
10ranked-venue papers
6as first author
4since 2021 · last 2024
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 8 · 5 first-author · 3 since 2021Artificial intelligence and machine learning · 7 · 4 first-author · 3 since 2021Systems, architecture and hardware · 2 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | The Cyber-Physical Control Room: A Mixed Reality Interface for Mobile Robot Teleoperation and Human-Robot TeamingabstractIn this work, we present the design and evaluation of an immersive Cyber-Physical Control Room interface for remote mobile robots that provides users with both robot-egocentric and robot-exocentric 3D perspectives. We evaluate the Cyber-Physical Control room against a traditional robot interface in a mock disaster response scenario that features a mixed human-robot field team. In our evaluation, we found that the Cyber-Physical Control Room improved robot operator effectiveness by 28% while navigating a complex warehouse environment and performing a visual search. The Cyber-Physical Control Room also enhanced various aspects of human-robot teaming, including social engagement, the ability of a remote robot teleoperator to track their human partner in the field, and opinions of human teammate leadership qualities. Michael E. Walker, Maitrey Gramopadhye, Bryce Ikeda, Jack Burns, Daniel Szafir |
HRI | 1 |
| 2023 | Virtual, Augmented, and Mixed Reality for Human-robot Interaction: A Survey and Virtual Design Element TaxonomyabstractVirtual, Augmented, and Mixed Reality for Human-Robot Interaction (VAM-HRI) has been gaining considerable attention in HRI research in recent years. However, the HRI community lacks a set of shared terminology and framework for characterizing aspects of mixed reality interfaces, presenting serious problems for future research. Therefore, it is important to have a common set of terms and concepts that can be used to precisely describe and organize the diverse array of work being done within the field. In this article, we present a novel taxonomic framework for different types of VAM-HRI interfaces, composed of four main categories of virtual design elements (VDEs). We present and justify our taxonomy and explain how its elements have been developed over the past 30 years as well as the current directions VAM-HRI is headed in the coming decade. Michael E. Walker, Thao Phung, Tathagata Chakraborti, Tom Williams 0001, Daniel Szafir |
ACM Trans. Hum. Robot Interact. | 1 |
| 2022 | Virtual, Augmented, and Mixed Reality for HRI (VAM-HRI)abstractThe 5th International Workshop on Virtual, Augmented, and Mixed Reality for Human-Robot Interaction (VAM-HRI) will bring together HRI, robotics, and mixed reality researchers to address challenges in mixed reality interactions between humans and robots. Topics relevant to the workshop include development of robots that can interact with humans in mixed reality, use of virtual reality for developing interactive robots, the design of augmented reality interfaces that mediate communication between humans and robots, social applications for virtual and mixed reality in HRI, the investigations of mixed reality interfaces for robot learning, comparisons of the capabilities and perceptions of robots and virtual agents, and best design practices. Special topics of interest this year include VAM-HRI research during the ongoing COVID-19 pandemic as well as the ethical implications of VAM-HRI research. VAM-HRI 2022 will follow on the success of VAM-HRI 2018–21 and advance the cause of this nascent research community. Website: https://vam-hri.github.io Christine T. Chang, Eric Rosen, Thomas R. Groechel, Michael E. Walker, Jessica Zosa Forde |
HRI | 4 |
| 2021 | A Mixed Reality Supervision and Telepresence Interface for Outdoor Field RoboticsabstractCollaborative human-robot field operations rely on timely decision-making and coordination, which can be challenging for heterogeneous teams operating in large-scale deployments. In this work, we present the design of an immersive, mixed reality (MR) interface to support sense-making and situational awareness based on the data collection capabilities of both human and robotic team members. Our solution integrates state-of-the-art methods in environment mapping and MR so that users may gain rapid insights regarding the working environment, the current and previous locations of human and robot team members, and the environment data such team members have collected. We describe the implementation of our system, share lessons learned in collaborating with emergency responders throughout our design process, and offer a vision for the use of immersive displays for human-robot field team deployments in large-scale outdoor environments. Michael E. Walker, Zhaozhong Chen, Matt Whitlock, David Blair, Danielle Albers Szafir, Christoffer R. Heckman, Daniel Szafir |
IROS | 1 |
| 2019 | Robot Teleoperation with Augmented Reality Virtual SurrogatesabstractTeleoperation remains a dominant control paradigm for human interaction with robotic systems. However, teleoperation can be quite challenging, especially for novice users. Even experienced users may face difficulties or inefficiencies when operating a robot with unfamiliar and/or complex dynamics, such as industrial manipulators or aerial robots, as teleoperation forces users to focus on low-level aspects of robot control, rather than higher level goals regarding task completion, data analysis, and problem solving. We explore how advances in augmented reality (AR) may enable the design of novel teleoperation interfaces that increase operation effectiveness, support the user in conducting concurrent work, and decrease stress. Our key insight is that AR may be used in conjunction with prior work on predictive graphical interfaces such that a teleoperator controls a virtual robot surrogate, rather than directly operating the robot itself, providing the user with foresight regarding where the physical robot will end up and how it will get there. We present the design of two AR interfaces using such a surrogate: one focused on real-time control and one inspired by waypoint delegation. We compare these designs against a baseline teleoperation system in a laboratory experiment in which novice and expert users piloted an aerial robot to inspect an environment and analyze data. Our results revealed that the augmented reality prototypes provided several objective and subjective improvements, demonstrating the promise of leveraging AR to improve human-robot interactions. Michael E. Walker, Hooman Hedayati, Daniel Szafir |
HRI | 1 |
| 2019 | The Influence of Size in Augmented Reality Telepresence AvatarsabstractIn this work, we explore how advances in augmented reality technologies are creating a new design space for long-distance telepresence communication through virtual avatars. Studies have shown that the relative size of a speaker has a significant impact on many aspects of human communication including perceived dominance and persuasiveness. Our system synchronizes the body pose of a remote user with a realistic, virtual human avatar visible to a local user wearing an augmented reality head-mounted display. We conducted a two-by-two (relative system size: equivalent vs. small; leader vs. follower), between participants study (N = 40) to investigate the effect of avatar size on the interactions between remote and local user. We found the equal-sized avatars to be significantly more influential than the small-sized avatars and that the small avatars commanded significantly less attention than the equal-sized avatars. Additionally, we found the assigned leadership role to significantly impact participant subjective satisfaction of the task outcome. Michael E. Walker, Daniel Szafir, Irene Rae |
VR | 1 |
| 2018 | Improving Collocated Robot Teleoperation with Augmented RealityabstractRobot teleoperation can be a challenging task, often requiring a great deal of user training and expertise, especially for platforms with high degrees-of-freedom (e.g., industrial manipulators and aerial robots). Users often struggle to synthesize information robots collect (e.g., a camera stream) with contextual knowledge of how the robot is moving in the environment. We explore how advances in augmented reality (AR) technologies are creating a new design space for mediating robot teleoperation by enabling novel forms of intuitive, visual feedback. We prototype several aerial robot teleoperation interfaces using AR, which we evaluate in a 48-participant user study where participants completed an environmental inspection task. Our new interface designs provided several objective and subjective performance benefits over existing systems, which often force users into an undesirable paradigm that divides user attention between monitoring the robot and monitoring the robot»s camera feed(s). Hooman Hedayati, Michael E. Walker, Daniel Szafir |
HRI | 2 |
| 2018 | Communicating Robot Motion Intent with Augmented RealityabstractHumans coordinate teamwork by conveying intent through social cues, such as gestures and gaze behaviors. However, these methods may not be possible for appearance-constrained robots that lack anthropomorphic or zoomorphic features, such as aerial robots. We explore a new design space for communicating robot motion intent by investigating how augmented reality (AR) might mediate human-robot interactions. We develop a series of explicit and implicit designs for visually signaling robot motion intent using AR, which we evaluate in a user study. We found that several of our AR designs significantly improved objective task efficiency over a baseline in which users only received physically-embodied orientation cues. In addition, our designs offer several trade-offs in terms of intent clarity and user perceptions of the robot as a teammate. Michael E. Walker, Hooman Hedayati, Jennifer Lee, Daniel Szafir |
HRI | 1 |
| 2018 | Virtual-to-Real-World Transfer Learning for Robots on Wilderness TrailsabstractRobots hold promise in many scenarios involving outdoor use, such as search-and-rescue, wildlife management, and collecting data to improve environment, climate, and weather forecasting. However, autonomous navigation of outdoor trails remains a challenging problem. Recent work has sought to address this issue using deep learning. Although this approach has achieved state-of-the-art results, the deep learning paradigm may be limited due to a reliance on large amounts of annotated training data. Collecting and curating training datasets may not be feasible or practical in many situations, especially as trail conditions may change due to seasonal weather variations, storms, and natural erosion. In this paper, we explore an approach to address this issue through virtual-to-real-world transfer learning using a variety of deep learning models trained to classify the direction of a trail in an image. Our approach utilizes synthetic data gathered from virtual environments for model training, bypassing the need to collect a large amount of real images of the outdoors. We validate our approach in three main ways. First, we demonstrate that our models achieve classification accuracies upwards of 95% on our synthetic data set. Next, we utilize our classification models in the control system of a simulated robot to demonstrate feasibility. Finally, we evaluate our models on real-world trail data and demonstrate the potential of virtual-to-real-world transfer learning. Michael L. Iuzzolino, Michael E. Walker, Daniel Szafir |
IROS | 2 |
| 2017 | Designing for Depth Perceptions in Augmented RealityabstractAugmented reality technologies allow people to view and interact with virtual objects that appear alongside physical objects in the real world. For augmented reality applications to be effective, users must be able to accurately perceive the intended real world location of virtual objects. However, when creating augmented reality applications, developers are faced with a variety of design decisions that may affect user perceptions regarding the real world depth of virtual objects. In this paper, we conducted two experiments using a perceptual matching task to understand how shading, cast shadows, aerial perspective, texture, dimensionality (i.e., 2D vs. 3D shapes) and billboarding affected participant perceptions of virtual object depth relative to real world targets. The results of these studies quantify trade-offs across virtual object designs to inform the development of applications that take advantage of users' visual abilities to better blend the physical and virtual world. Catherine Diaz, Michael E. Walker, Danielle Albers Szafir, Daniel Szafir |
ISMAR | 2 |