Shakiba Davari

dblp:247/3778 · DBLP profile ↗
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7ranked-venue papers
2as first author
5since 2021 · last 2025
0000-0003-3128-1979ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 2 since 2021
YearPublicationVenuePosition
2025 Investigating the Influence of Playback Interactivity during Guided Tours for Asynchronous Collaboration in Virtual Reality
abstract
Collaborative virtual environments allow workers to contribute to team projects across space and time. While much research has closely examined the problem of working in different spaces at the same time, few have investigated the best practices for collaborating in those spaces at different times aside from textual and auditory annotations. We designed a system that allows experts to record a tour inside a virtual inspection space, preserving knowledge and providing later observers with insights through a 3D playback of the expert’s inspection. We also created several interactions to ensure that observers are tracking the tour and remaining engaged. We conducted a user study to evaluate the influence of these interactions on an observing user’s information recall and user experience. Findings indicate that independent viewpoint control during a tour enhances the user experience compared to fully passive playback and that additional interactivity can improve auditory and spatial recall of key information conveyed during the tour.
Alexander Giovannelli, Leonardo Pavanatto, Shakiba Davari, Haichao Miao, Vuthea Chheang, Brian Giera, Peer-Timo Bremer, Doug A. Bowman
VR3
2025 Exploring Bichronous Collaboration in Virtual Environments
abstract
Virtual environments (VEs) empower geographically distributed teams to collaborate on a shared project regardless of time. Existing research has separately investigated collaborations within these VEs at the same time (i.e., synchronous) or different times (i.e., asynchronous). In this work, we highlight the often-overlooked concept of bichronous collaboration and define it as the seamless integration of archived information during a real-time collaborative session. We revisit the time-space matrix of computer-supported cooperative work (CSCW) and reclassify the time dimension as a continuum. We describe a system that empowers collaboration across the temporal states of the time continuum within a VE during remote work. We conducted a user study using the system to discover how the bichronous temporal state impacts the user experience during a collaborative inspection. Findings indicate that the bichronous temporal state is beneficial to collaborative activities for information processing, but has drawbacks such as changed interaction and positioning behaviors in the VE.
Alexander Giovannelli, Shakiba Davari, Cherelle Connor, Fionn Murphy, Trey Davis, Haichao Miao, Vuthea Chheang, Brian Giera, Peer-Timo Bremer, Doug A. Bowman
VRST2
2025 Revisiting Performance Models of Distal Pointing Tasks in Virtual Reality
abstract
Performance models of interaction, such as Fitts' law, are important tools for predicting and explaining human motor performance and for designing high-performance user interfaces. Extensive prior work has proposed such models for the 3D interaction task of distal pointing, in which the user points their hand or a device at a distant target in order to select it. However, there is no consensus on how to compute the index of difficulty for distal pointing tasks. We present a preliminary study suggesting that existing models may not be sufficient to model distal pointing performance with current virtual reality technologies. Based on these results, we hypothesized that both the form of the model and the standard method for collecting empirical data for pointing tasks might need to change in order to achieve a more accurate and valid distal pointing model. In our main study, we used a new methodology to collect distal pointing data and evaluated traditional models, purely ballistic models, and two-part models. Ultimately, we found that the best model used a simple Fitts'-law-style index of difficulty with angular measures of amplitude and width.
Logan Lane, Feiyu Lu 0001, Shakiba Davari, Robert J. Teather, Doug A. Bowman
IEEE Trans. Vis. Comput. Graph.3
2025 "Where Did My Apps Go?" Supporting Scalable and Transition-Aware Access to Everyday Applications in Head-Worn Augmented Reality
abstract
Future augmented reality (AR) glasses empower users to view personal applications and services anytime and anywhere without being restricted by physical locations and the availability of physical screens. In typical everyday activities, people move around to carry out different tasks and need a variety of information on the go. Existing interfaces in AR do not support these use cases well, especially when the number of applications increases. We explore the usability of three world-referenced approaches that move AR applications with users as they transition among different locations, featuring different levels of AR app availability: (1) always using a menu to manually open an app when needed; (2) automatically suggesting a relevant subset of all apps; and (3) carrying all apps with the users to the new location. Through a controlled study and a relatively more ecologically-valid study in AR, we reached better understandings on the performance trade-offs and observed the impact of various everyday contextual factors on these interfaces in more realistic AR settings. Our results shed light on how to better support the mobile information needs of users in everyday life in future AR interfaces.
Feiyu Lu 0001, Leonardo Pavanatto, Shakiba Davari, Lei Zhang 0159, Lee Lisle, Doug A. Bowman
IEEE Trans. Vis. Comput. Graph.3
2022 Validating the Benefits of Glanceable and Context-Aware Augmented Reality for Everyday Information Access Tasks
abstract
Glanceable Augmented Reality interfaces have the potential to provide fast and efficient information access for the user. However, where to place the virtual content and how to access them depend on the user context. We designed a Context-Aware AR interface that can intelligently adapt for two different contexts: solo and social. We evaluated information access using Context-Aware AR compared to current mobile phones and non-adaptive Glanceable AR interfaces. We found that in a solo scenario, compared to a mobile phone, the Context-Aware AR interface was preferred, easier, and significantly faster; it improved the user experience; and it allowed the user to better focus on their primary task. In the social scenario, we discovered that the mobile phone was slower, more intrusive, and perceived as the most difficult. Meanwhile, Context-Aware AR was faster for responding to information needs triggered by the conversation; it was preferred and perceived as the easiest for resuming conversation after information access; and it improved the user’s awareness of the other person’s facial expressions.
Shakiba Davari, Feiyu Lu 0001, Doug A. Bowman
VR1
2020 Glanceable AR: Evaluating Information Access Methods for Head-Worn Augmented Reality
abstract
Augmented reality head-worn displays (AR HWDs) have the potential to assist personal computing and the acquisition of everyday information. In this research, we propose Glanceable AR, an interaction paradigm for accessing information in AR HWDs. In Glanceable AR, secondary information resides at the periphery of vision to stay unobtrusive and can be accessed by a quick glance whenever needed. We propose two novel hands-free interfaces: "head-glance", in which virtual contents are fixed to the user’s body and can be accessed by head rotation, and "gaze-summon" in which contents can be "summoned" into central vision by eye-tracked gazing at the periphery. We compared these techniques with a baseline heads-up display (HUD), which we call "eye-glance" interface in two dual-task scenarios. We found that the head-glance and eye-glance interfaces are more preferred and more efficient than the gaze-summon interface for discretionary information access. For a continuous monitoring task, the eye-glance interface was preferred. We discuss the implications of our findings for designing Glanceable AR interfaces in AR HWDs.
Feiyu Lu 0001, Shakiba Davari, Lee Lisle, Yuan Li 0033, Doug A. Bowman
VR2
2019 Save the Space Elevator: An Escape Room Scenario Involving Passive Haptics in Mixed Reality
abstract
This paper presents our solution to the 2019 3DUI Contest challenge, which focuses on passive haptics. We aimed to provide a compelling user experience in virtual reality while overcoming the limitations of physical space and current tracking devices. To meet these goals, we designed a time travel scenario that incorporates several novel features. A time machine increases efficiency in the use of physical space. A passive haptic camera prop provides a help system that is integrated into the storyline. Finally, the concept of a “temporal stabilizer” provides a plausible way to reuse a single tracking device to track multiple passive haptic props.
Shakiba Davari, Yuan Li 0033, Lee Lisle, Feiyu Lu 0001, Lei Zhang 0159, Leslie Blustein, Xueting Feng, Brianna Gabaldon, Marc Kwiatkowski, Doug A. Bowman
VR1