Brandon J. Matthews

dblp:247/3941 · DBLP profile ↗
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9ranked-venue papers
4as first author
8since 2021 · last 2025
0000-0002-8673-2434ORCID · verified

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

Human-computer interaction and ubiquitous computing · 6 · 3 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 4 since 2021
YearPublicationVenuePosition
2025 Queryable 3D Scene Representation: A Multi-Modal Framework for Semantic Reasoning and Robotic Task Planning
abstract
To enable robots to comprehend high-level human instructions and perform complex tasks, a key challenge lies in achieving comprehensive scene understanding: interpreting and interacting with the 3D environment in a meaningful way. This requires a smart map that fuses accurate geometric structure with rich, human-understandable semantics. To address this, we introduce the 3D Queryable Scene Representation (3D QSR), a novel framework built on multimedia data that unifies three complementary 3D representations: (1) 3D-consistent novel view rendering and segmentation from panoptic reconstruction, (2) precise geometry from 3D point clouds, and (3) structured, scalable organization via 3D scene graphs. Built on an object-centric design, the framework integrates with large vision-language models to enable semantic queryability by linking multimodal object embeddings, and supporting object-level retrieval of geometric, visual, and semantic information. The retrieved data are then loaded into a robotic task planner for downstream execution.
Xun Li 0004, Rodrigo Santa Cruz, Mingze Xi, Hu Zhang 0005, Madhawa Perera, Ziwei Wang 0003, Ahalya Ravendran, Brandon J. Matthews, Matt Adcock, Dadong Wang, Jiajun Liu 0004
ACM Multimedia8
2024 That's Rough! Encoding Data into Roughness for Physicalization
abstract
While visual channels (e.g., color, shape, size) have been explored for visualizing data in data physicalizations, there is a lack of understanding regarding how to encode data into physical material properties (e.g., roughness, hardness). This understanding is critical for ensuring data is correctly communicated and for potentially extending the channels and bandwidth available for encoding that data. We present a method to encode ordinal data into roughness, validated through user studies. In the first study, we identified just noticeable differences in perceived roughness from this method. In the second study, we 3D-printed proof of concepts for five different multivariate physicalizations using the model. These physicalizations were qualitatively explored (N=10) to understand people’s comprehension and impressions of the roughness channel. Our findings suggest roughness may be used for certain types of data encoding, and the context of the data can impact how people interpret roughness mapping direction.
Xiaojiao Du, Kadek Ananta Satriadi, Adam Drogemuller, Brandon J. Matthews, Ross Smith 0001, James A. Walsh, Andrew Cunningham
CHI4
2024 Hey Building! Novel Interfaces for Parametric Design Manipulations in Virtual Reality
abstract
Parametric Design enables designers to formulate and explore new ideas through parameters, typically by manipulating numerical values. However, visualising and exploring the design space of an established parametric design solution is natively difficult through desktop displays for designers due to screen space constraints and requiring familiarity with visual-language programming interfaces. Thus, we sought to explore Virtual Reality (VR), inspired by Natural User Interfaces (NUI), to develop and explore new interfaces departing from traditional programming interfaces, that could complement the spatial and embodied affordances of contemporary VR devices. Informed by two industry-led focus groups with architects we developed and examined the usability of three different interfaces: 1) Paramaxes , an axes-based interface that allows designers to distribute and manipulate parameter visualisations around them in physical space; 2) ParamUtter , a Voice-based User Interface (VUI) that allows designers to manipulate parameter visualisations through natural languages; 3) Control Panel , which presents the parameters as sliders in a scrollable pane and acts as baseline comparison. We ran an exploratory study with experts and found that the Control Panel was ultimately the preferred interface for a design manipulation task. However, participants commented favorably towards qualities in the unconventional interfaces, with ParamUtter scoring highest in System Usability Scores (SUS), and participants valuing the potential of using physical space to explore design spaces with Paramaxes .
Adam Drogemuller, Brandon J. Matthews, Andrew Cunningham, Rongrong Yu, Ning Gu 0002, Bruce H. Thomas
Proc. ACM Hum. Comput. Interact.2
2023 Towards Applied Remapped Physical-Virtual Interfaces: Synchronization Methods for Resolving Control State Conflicts
abstract
User interfaces in virtual reality enable diverse interactions within the virtual world, though they typically lack the haptic cues provided by physical interface controls. Haptic retargeting enables flexible mapping between dynamic virtual interfaces and physical controls to provide real haptic feedback. This investigation aims to extend these remapped interfaces to support more diverse control types. Many interfaces incorporate sliders, switches, and knobs. These controls hold fixed states between interactions creating potential conflicts where a virtual control has a different state from the physical control. This paper presents two methods, “manual” and “automatic”, for synchronizing physical and virtual control states and explores the effects of these methods on the usability of remapped interfaces. Results showed that interfaces without retargeting were the ideal configuration, but they lack the flexibility that remapped interfaces provide. Automatic synchronization was faster and more usable; however, manual synchronization is suitable for a broader range of physical interfaces.
Brandon J. Matthews, Bruce H. Thomas, G. Stewart Von Itzstein, Ross Smith 0001
CHI1
2023 Adaptive Reset Techniques for Haptic Retargeted Interaction
abstract
This article presents a set of adaptive reset techniques for use with haptic retargeting systems focusing on interaction with hybrid virtual reality interfaces that align with a physical interface. Haptic retargeting between changing physical and virtual targets requires a reset where the physical and virtual hand positions are re-aligned. We present a modified Point technique to guide the user in the direction of their next interaction such that the remaining distance to the target is minimized upon completion of the reset. This, along with techniques drawn from existing work are further modified to consider the angular and translational gain of each redirection and identify the optimal position for the reset to take place. When the angular and translational gain is within an acceptable range, the reset can be entirely omitted. This enables continuous retargeting between targets removing interruptions from a sequence of retargeted interactions. These techniques were evaluated in a user study which showed that adaptive reset techniques can provide a significant decrease in task completion time, travel distance, and the number of user errors.
Brandon J. Matthews, Bruce H. Thomas, G. Stewart Von Itzstein, Ross Smith 0001
IEEE Trans. Vis. Comput. Graph.1
2023 Multi-Level Precues for Guiding Tasks Within and Between Workspaces in Spatial Augmented Reality
abstract
We explore Spatial Augmented Reality (SAR) precues (predictive cues) for procedural tasks within and between workspaces and for visualizing multiple upcoming steps in advance. We designed precues based on several factors: cue type, color transparency, and multi-level (number of precues). Precues were evaluated in a procedural task requiring the user to press buttons in three surrounding workspaces. Participants performed fastest in conditions where tasks were linked with line cues with different levels of color transparency. Precue performance was also affected by whether the next task was in the same workspace or a different one.
Benjamin Volmer, Jen-Shuo Liu, Brandon J. Matthews, Ina Bornkessel-Schlesewsky, Steven K. Feiner, Bruce H. Thomas
IEEE Trans. Vis. Comput. Graph.3
2022 Shape Aware Haptic Retargeting for Accurate Hand Interactions
abstract
This paper presents Shape Aware Haptic Retargeting, an extension of "state-of-the-art" haptic retargeting that is the first to support retargeted interaction between any part of the user’s hand and any part of the target object. In previous haptic retargeting algorithms, the maximum retargeting is applied only when the hand position aligns with the target position. Shape Aware Haptic Retargeting generalizes the distance computation process to instead consider the hand and target geometry. The shortest hand-target distance is then used to calculate the applied retargeting offset. This ensures the full amount of haptic retargeting is applied at the point of contact with the passive haptic regardless of contact position on the hand or target. We leverage existing geometry algorithms to implement three distance computation methods: Multi-Point, Primitive and Mesh Geometry, in addition to conventional single position approaches. These are evaluated through a set of simulated interactions instead of the single position representation used in previous haptic retargeting systems. The evaluation demonstrated all three approaches can provide improved interaction accuracy over a Point distance computation method, with Mesh Geometry being the most accurate and Primitive being the preferred method for combined performance and interaction accuracy.
Brandon J. Matthews, Bruce H. Thomas, G. Stewart Von Itzstein, Ross Smith 0001
VR1
2022 The Impact of Sharing Gaze Behaviours in Collaborative Mixed Reality
abstract
In a remote collaboration involving a physical task, visualising gaze behaviours may compensate for other unavailable communication channels. In this paper, we report on a 360° panoramic Mixed Reality (MR) remote collaboration system that shares gaze behaviour visualisations between a local user in Augmented Reality and a remote collaborator in Virtual Reality. We conducted two user studies to evaluate the design of MR gaze interfaces and the effect of gaze behaviour (on/off) and gaze style (bi-/uni-directional). The results indicate that gaze visualisations amplify meaningful joint attention and improve co-presence compared to a no gaze condition. Gaze behaviour visualisations enable communication to be less verbally complex therefore lowering collaborators' cognitive load while improving mutual understanding. Users felt that bi-directional behaviour visualisation, showing both collaborator's gaze state, was the preferred condition since it enabled easy identification of shared interests and task progress.
Allison Jing, Kieran William May, Brandon J. Matthews, Gun A. Lee, Mark Billinghurst
Proc. ACM Hum. Comput. Interact.3
2019 Remapped Physical-Virtual Interfaces with Bimanual Haptic Retargeting
abstract
This paper proposes a novel interface for virtual reality in which physical interface components are mapped to multiple virtual counterparts using haptic retargeting illusions. This gives virtual reality interfaces the ability to have correct haptic sensations for many virtual buttons although in the physical space there is only one. This is a generic system that can be applied to areas including design, interaction tasks, product prototype development and interactive games in virtual reality. The system presented extends existing retargeting algorithms to support asymmetric bimanual interactions. A new warp technique, called interface warp, was developed to support remapped virtual reality user interfaces. Through an experimental user study, we explore the effects of bimanual retargeting and the interface warp technique on task response time, errors, presence, perceived manipulation compared to unimanual (single handed) retargeting and other existing warp techniques. The results demonstrated faster task response time and less errors for the interface warp technique and shows no significant effect of bimanual interactions.
Brandon J. Matthews, Bruce H. Thomas, G. Stewart Von Itzstein, Ross Smith 0001
VR1