Ryan Canales

dblp:249/0850 · DBLP profile ↗
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9ranked-venue papers
5as first author
7since 2021 · last 2025
0000-0003-0554-7817ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 5 first-author · 6 since 2021Artificial intelligence and machine learning · 4 · 3 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 1 since 2021
YearPublicationVenuePosition
2025 Real-time Hand Motion Synthesis for Playing a Virtual Guitar
abstract
Concerts and performances in virtual reality are becoming increasingly popular. Accurately visualizing the detailed hand motions of musicians playing instruments is challenging. In this work, we present a real-time motion synthesis method that generates the detailed fretting hand motion for playing guitar. Our approach first involves capturing and post-processing hand motion data from guitar performances to create a data set for training. The post-processing ensures that the fingertip positions are placed as accurately as possible regarding distance from the fretboard and location between the frets. We then train a neural network that learns to predict hand and finger poses based on guitar tabs and previous poses. We found that our method produces reasonably stable motion and evaluate our results using accuracy measures and visual evaluation.
Ryan Canales, Sophie Jörg
MIG1
2024 The Impact of Avatar Stylization on Trust
abstract
Virtual Reality (VR) affords great freedom in how one represents themselves in virtual interactions through the selection of different avatars. However, it remains unclear which avatar should be chosen for a given social scenario. Social interaction often relies on the establishment of trust. Are people more likely to trust you if you select a highly realistic avatar or is there flexibility in representation? This work presents a study exploring this question using a high stakes medical scenario. Participants meet three different doctors with three different style levels: realistic, caricatured, and an in-between “Mid” level. Trust ratings are largely consistent across the style levels, but participants were more likely to select doctors with the “Mid” level of stylization for a second opinion. There is a clear preference against one of the three doctor identities, with evidence that this may be related to movement features.
Ryan Canales, Douglas Roble, Michael Neff
VR1
2024 Hands or Controllers? How Input Devices and Audio Impact Collaborative Virtual Reality
abstract
Advancing virtual reality technologies are enabling real-time virtual-face to virtual-face communication. Hand tracking systems that are integrated into Head-Mounted Displays (HMD) enable users to directly interact with their environments and with each other using their hands as opposed to using controllers. Due to the novelties of these technologies our understanding of how they impact our interactions is limited. In this paper, we investigate the consequences of using different interaction control systems, hand tracking or controllers, when interacting with others in a virtual environment. We design and implement NASA’s Survival on the Moon teamwork evaluation exercise in virtual reality (VR) and test for effects with and without allowing verbal communication. We evaluate social presence, perceived comprehension, team cohesion, group synergy, task workload, as well as task performance and duration. Our findings reveal that audio communication significantly enhances social presence, perceived comprehension, and team cohesion, but it also increases effort workload and negatively impacts group synergy. The choice of interaction control systems has limited impact on various aspects of virtual collaboration in this scenario, although participants using hand tracking reported lower effort workload, while participants using controllers reported lower mental workload in the absence of audio.
Alexandra Adkins, Ryan Canales, Sophie Jörg
VRST2
2024 Investigating the Effects of Avatarization and Interaction Techniques on Near-field Mixed Reality Interactions with Physical Components
abstract
Mixed reality (MR) interactions feature users interacting with a combination of virtual and physical components. Inspired by research investigating aspects associated with near-field interactions in augmented and virtual reality (AR & VR), we investigated how avatarization, the physicality of the interacting components, and the interaction technique used to manipulate a virtual object affected performance and perceptions of user experience in a mixed reality fundamentals of laparoscopic peg-transfer task wherein users had to transfer a virtual ring from one peg to another for a number of trials. We employed a 3 (Physicality of pegs) X 3 (Augmented Avatar Representation) X 2 (Interaction Technique) multi-factorial design, manipulating the physicality of the pegs as a between-subjects factor, the type of augmented self-avatar representation, and the type of interaction technique used for object-manipulation as within-subjects factors. Results indicated that users were significantly more accurate when the pegs were virtual rather than physical because of the increased salience of the task-relevant visual information. From an avatar perspective, providing users with a reach envelope-extending representation, though useful, was found to worsen performance, while co-located avatarization significantly improved performance. Choosing an interaction technique to manipulate objects depends on whether accuracy or efficiency is a priority. Finally, the relationship between the avatar representation and interaction technique dictates just how usable mixed reality interactions are deemed to be.
Roshan Venkatakrishnan, Rohith Venkatakrishnan, Ryan Canales, Balagopal Raveendranath, Christopher C. Pagano, Andrew C. Robb, Wen-Chieh Lin, Sabarish V. Babu
IEEE Trans. Vis. Comput. Graph.3
2024 The Effects of Secondary Task Demands on Cybersickness in Active Exploration Virtual Reality Experiences
abstract
Active exploration in virtual reality (VR) involves users navigating immersive virtual environments, going from one place to another. While navigating, users often engage in secondary tasks that require attentional resources, as in the case of distracted driving. Inspired by research generally studying the effects of task demands on cybersickness (CS), we investigated how the attentional demands specifically associated with secondary tasks performed during exploration affect CS. Downstream of this, we studied how increased attentional demands from secondary tasks affect spatial memory and navigational performance. We discuss the results of a multi-factorial between-subjects study, manipulating a secondary task's demand across two levels and studying its effects on CS in two different sickness-inducing levels of an exploration experience. The secondary task's demand was manipulated by parametrically varying $n$ in an aural $n$-back working memory task and the provocativeness of the experience was manipulated by varying how frequently users experienced a yaw-rotational reorientation effect during the exploration. Results revealed that increases in the secondary task's demand increased sickness levels, also resulting in a higher temporal onset rate, especially when the experience was not already highly sickening. Increased attentional demand from the secondary task also vitiated navigational performance and spatial memory. Overall, increased demands from secondary tasks performed during navigation produce deleterious effects on the VR experience.
Rohith Venkatakrishnan, Roshan Venkatakrishnan, Balagopal Raveendranath, Ryan Canales, Dawn M. Sarno, Andrew C. Robb, Wen-Chieh Lin, Sabarish V. Babu
IEEE Trans. Vis. Comput. Graph.4
2023 Real-Time Conversational Gaze Synthesis for Avatars
abstract
Eye movement plays an important role in face-to-face communication. In this work, we present a deep learning approach for synthesizing the eye movements of avatars for two-party conversations and evaluate viewer perception of different types of eye motions. We aim to synthesize believable gaze behavior based on head motions and audio features as they would typically be available in virtual reality applications. To this end, we captured the head motion, eye motion, and audio of several two-party conversations and trained an RNN-based model to predict where an avatar looks in a two-person conversational scenario. We evaluated our approach with a user study on the perceived quality of the eye animation and compared our method with other eye animation methods. While our model was not rated highest, our model and our user study lead to a series of insights on model features, viewer perception, and study design that we present.
Ryan Canales, Eakta Jain, Sophie Jörg
MIG1
2021 Evaluating Grasping Visualizations and Control Modes in a VR Game
abstract
A primary goal of the Virtual Reality ( VR ) community is to build fully immersive and presence-inducing environments with seamless and natural interactions. To reach this goal, researchers are investigating how to best directly use our hands to interact with a virtual environment using hand tracking. Most studies in this field require participants to perform repetitive tasks. In this article, we investigate if results of such studies translate into a real application and game-like experience. We designed a virtual escape room in which participants interact with various objects to gather clues and complete puzzles. In a between-subjects study, we examine the effects of two input modalities (controllers vs. hand tracking) and two grasping visualizations (continuously tracked hands vs. virtual hands that disappear when grasping) on ownership, realism, efficiency, enjoyment, and presence. Our results show that ownership, realism, enjoyment, and presence increased when using hand tracking compared to controllers. Visualizing the tracked hands during grasps leads to higher ratings in one of our ownership questions and one of our enjoyment questions compared to having the virtual hands disappear during grasps as is common in many applications. We also confirm some of the main results of two studies that have a repetitive design in a more realistic gaming scenario that might be closer to a typical user experience.
Alexandra Adkins, Lorraine Lin, Aline Normoyle, Ryan Canales, Yuting Ye, Sophie Jörg
ACM Trans. Appl. Percept.4
2020 Performance Is Not Everything: Audio Feedback Preferred Over Visual Feedback for Grasping Task in Virtual Reality
abstract
In this work, we investigate the influence that audio and visual feedback have on a manipulation task in virtual reality (VR). Without the tactile feedback of a controller, grasping virtual objects using one’s hands can result in slower interactions because it may be unclear to the user that a grasp has occurred. Providing alternative feedback, such as visual or audio cues, may lead to faster and more precise interactions, but might also affect user preference and perceived ownership of the virtual hands. In this study, we test four feedback conditions for virtual grasping. Three of the conditions provide feedback for when a grasp or release occurs, either visual, audio, or both, and one provides no feedback for these occurrences. We analyze the effect each feedback condition has on interaction performance, measure their effect on the perceived ownership of the virtual hands, and gauge user preference. In an experiment, users perform a pick-and-place task with each feedback condition. We found that audio feedback for grasping is preferred over visual feedback even though it seems to decrease grasping performance, and found that there were little to no differences in ownership between our conditions.
Ryan Canales, Sophie Jörg
MIG1
2019 Virtual Grasping Feedback and Virtual Hand Ownership
abstract
In this work, we investigate the influence of different visualizations on a manipulation task in virtual reality (VR). Without the haptic feedback of the real world, grasping in VR might result in intersections with virtual objects. As people are highly sensitive when it comes to perceiving collisions, it might look more appealing to avoid intersections and visualize non-colliding hand motions. However, correcting the position of the hand or fingers results in a visual-proprioceptive discrepancy and must be used with caution. Furthermore, the lack of haptic feedback in the virtual world might result in slower actions as a user might not know exactly when a grasp has occurred. This reduced performance could be remediated with adequate visual feedback.
Ryan Canales, Aline Normoyle, Yu Sun 0044, Yuting Ye, Massimiliano Di Luca, Sophie Jörg
SAP1