Nels Numan

dblp:247/3943 · DBLP profile ↗
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8ranked-venue papers
4as first author
7since 2021 · last 2026
0000-0003-2931-7653ORCID · 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 · 4 · 2 first-author · 3 since 2021
YearPublicationVenuePosition
2026 A Comparative Study of Using Augmented vs Virtual Reality in Collaborative Tasks
abstract
Extended Reality (XR) technologies offer many possibilities to support collaboration between remote and local team members. However, in a scenario with multiple devices and multiple interaction options, including virtual, augmented and the continuum of realities among them, it is still unclear how to select the right option to make collaboration more efficient. To provide some design insights in this context, this paper presents a comparative study of collaboration behaviours and outcomes when using different XR technologies, where X stands for Virtual or Augmented. In our experimental setup, pairs of users collaborated on three tasks drawn from visual analytics, each designed to require a different level of synchronization: low, medium, and high. We conducted a study with 40 participants (20 dyads), who performed tasks in two conditions: Augmented Reality (AR) and Virtual Reality (VR). All used the same equipment and interactions; only the immersive environment differed. The results suggest that collaboration outcomes differed only in high-coupling tasks, with AR showing a performance advantage. This may stem from a greater difficulty of synchronizing actions when perceiving a partner through avatars rather than directly. However, no significant differences were observed in collaboration dynamics, and the choice of XR technology did not appear to affect collaboration patterns. These findings suggest that, for collaborative analytical tasks comparable to those in this study, collaborators can choose the XR mode that best fits their preferences and current needs without concern about hindering teamwork.
Telmo Zarraonandia, Alvaro Montero, Roberto Cuervo-Rosillo, Paloma Díaz 0001, Nels Numan, Anthony Steed
IEEE Trans. Vis. Comput. Graph.5
2025 CoCreatAR: Enhancing Authoring of Outdoor Augmented Reality Experiences Through Asymmetric Collaboration
abstract
Authoring site-specific outdoor augmented reality (AR) experiences requires a nuanced understanding of real-world context to create immersive and relevant content. Existing ex-situ authoring tools typically rely on static 3D models to represent spatial information. However, in our formative study (n=25), we identified key limitations of this approach: models are often outdated, incomplete, or insufficient for capturing critical factors such as safety considerations, user flow, and dynamic environmental changes. These issues necessitate frequent on-site visits and additional iterations, making the authoring process more time-consuming and resource-intensive. To mitigate these challenges, we introduce CoCreatAR, an asymmetric collaborative mixed reality authoring system that integrates the flexibility of ex-situ workflows with the immediate contextual awareness of in-situ authoring. We conducted an exploratory study (n=32) comparing CoCreatAR to an asynchronous workflow baseline, finding that it enhances engagement, creativity, and confidence in the authored output while also providing preliminary insights into its impact on task load. We conclude by discussing the implications of our findings for integrating real-world context into site-specific AR authoring systems.
Nels Numan, Gabriel J. Brostow, Simon J. Julier, Anthony Steed, Jessica Van Brummelen
CHI1
2025 Sensible Agent: A Framework for Unobtrusive Interaction with Proactive AR Agents
Geonsun Lee, Nels Numan, Xun Qian, David Li 0001, Yanhe Chen, Achin Kulshrestha, Ishan Chatterjee, Yinda Zhang 0001, Dinesh Manocha, David Kim 0002, Ruofei Du
UIST3
2024 SpaceBlender: Creating Context-Rich Collaborative Spaces Through Generative 3D Scene Blending
abstract
There is increased interest in using generative AI to create 3D spaces for Virtual Reality (VR) applications. However, today’s models produce artificial environments, falling short of supporting collaborative tasks that benefit from incorporating the user’s physical context. To generate environments that support VR telepresence, we introduce SpaceBlender, a novel pipeline that utilizes generative AI techniques to blend users’ physical surroundings into unified virtual spaces. This pipeline transforms user-provided 2D images into context-rich 3D environments through an iterative process consisting of depth estimation, mesh alignment, and diffusion-based space completion guided by geometric priors and adaptive text prompts. In a preliminary within-subjects study, where 20 participants performed a collaborative VR affinity diagramming task in pairs, we compared SpaceBlender with a generic virtual environment and a state-of-the-art scene generation framework, evaluating its ability to create virtual spaces suitable for collaboration. Participants appreciated the enhanced familiarity and context provided by SpaceBlender but also noted complexities in the generative environments that could detract from task focus. Drawing on participant feedback, we propose directions for improving the pipeline and discuss the value and design of blended spaces for different scenarios.
Nels Numan, Shwetha Rajaram, Balasaravanan Thoravi Kumaravel, Nicolai Marquardt, Andrew D. Wilson
UIST1
2024 BlendScape: Enabling End-User Customization of Video-Conferencing Environments through Generative AI
abstract
Today’s video-conferencing tools support a rich range of professional and social activities, but their generic meeting environments cannot be dynamically adapted to align with distributed collaborators’ needs. To enable end-user customization, we developed BlendScape, a rendering and composition system for video-conferencing participants to tailor environments to their meeting context by leveraging AI image generation techniques. BlendScape supports flexible representations of task spaces by blending users’ physical or digital backgrounds into unified environments and implements multimodal interaction techniques to steer the generation. Through an exploratory study with 15 end-users, we investigated whether and how they would find value in using generative AI to customize video-conferencing environments. Participants envisioned using a system like BlendScape to facilitate collaborative activities in the future, but required further controls to mitigate distracting or unrealistic visual elements. We implemented scenarios to demonstrate BlendScape’s expressiveness for supporting environment design strategies from prior work and propose composition techniques to improve the quality of environments.
Shwetha Rajaram, Nels Numan, Balasaravanan Thoravi Kumaravel, Nicolai Marquardt, Andrew D. Wilson
UIST2
2024 DreamCodeVR: Towards Democratizing Behavior Design in Virtual Reality with Speech-Driven Programming
abstract
Virtual Reality (VR) has revolutionized how we interact with digital worlds. However, programming for VR remains a complex and challenging task, requiring specialized skills and knowledge. Powered by large language models (LLMs), DreamCodeVR is designed to assist users, irrespective of their coding skills, in crafting basic object behavior in VR environments by translating spoken language into code within an active application. This approach seeks to simplify the process of defining behaviors visual changes through speech. Our preliminary user study indicated that the system’s speech interface supports elementary programming tasks, highlighting its potential to improve accessibility for users with varying technical skills. However, it also uncovered a wide range of challenges and opportunities. In an extensive discussion, we detail the system’s strengths, weaknesses, and areas for future research.
Daniele Giunchi, Nels Numan, Elia Gatti, Anthony Steed
VR2
2022 Exploring User Behaviour in Asymmetric Collaborative Mixed Reality
abstract
A common issue for collaborative mixed reality is the asymmetry of interaction with the shared virtual environment. For example, an augmented reality (AR) user might use one type of head-mounted display (HMD) in a physical environment, while a virtual reality (VR) user might wear a different type of HMD and see a virtual model of that physical environment. To explore the effects of such asymmetric interfaces on collaboration we present a study that investigates the behaviour of dyads performing a word puzzle task where one uses AR and the other VR. We examined the collaborative process through questionnaires and behavioural measures based on positional and audio data. We identified relationships between presence and co-presence, accord and co-presence, leadership and talkativeness, head rotation velocity and leadership, and head rotation velocity and talkativeness. We did not find that AR or VR biased subjective responses, though there were interesting behavioural differences: AR users spoke more words, AR users had a higher median head rotation velocity, and VR users travelled further.
Nels Numan, Anthony Steed
VRST1
2019 Star Tag: a superhuman sport to promote physical activity
abstract
Superhuman sports (SHS) is a field where technological augmentations of human abilities and environment are combined to play a new and exciting sport. SHS make use of artificial senses or virtual reality to create a new experience that involves physical fitness and skills. Star Tag aims to combine these aspects with an engaging audience experience. This augmented reality game uses the Microsoft HoloLens, making it possible to move through a mixed reality space effectively. Star Tag is a competitive multiplayer game where players need to conquer all planets from their opponent to win the game. Players need to move around in a physical space from virtual planet to virtual planet in order to navigate the game-space and reach the planets. The audience is involved with the game via their phones, through which they can support the players. Through playtesting and conducting a survey, the results show that Star Tag is a superhuman sport that motivates people to be physically active.
Nels Numan, Ayla Kolster, Niels Hoogerwerf, Bernd Kreynen, Jeanique Romeijnders, Tomas Heinsohn Huala, Nestor Z. Salamon, John T. Balint, Stephan G. Lukosch, Rafael Bidarra
VR1