VLDB 2026 Research / reviewers in the wild / expert
Austin Erickson
dblp:251/1094
· DBLP profile ↗
13ranked-venue papers
6as first author
8since 2021 · last 2024
0000-0002-3146-8023ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 11 · 5 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 6 · 3 first-author · 2 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Evaluating Transitive Perceptual Effects Between Virtual Entities in Outdoor Augmented RealityabstractAugmented reality (AR) head-mounted displays (HMDs) provide users with a view in which digital content is blended spatially with the outside world. However, one critical issue faced with such display technologies is misperception, i.e., perceptions of computer-generated content that differs from our human perception of other real-world objects or entities. Misperception can lead to mistrust in these systems and negative impacts in a variety of application fields. Although there is a considerable amount of research investigating either size, distance, or speed misperception in AR, far less is known about the relationships between these aspects. In this paper, we present an outdoor AR experiment (N = 20) using a HoloLens 2 HMD. Participants estimated size, distance, and speed of Familiar and Unfamiliar outdoor animals at three distances (30, 60, 90 meters). To investigate whether providing information about one aspect may influence another, we divided our experiment into three phases. In Phase I, participants estimated the three aspects without any provided information. In Phase II, participants were given accurate size information, then asked to estimate distance and speed. In Phase III, participants were given accurate distance and size information, then asked to estimate speed. Our results show that estimates of speed in particular of the Unfamiliar animals benefited from provided size information, while speed estimates of all animals benefited from provided distance information. We found no support for the assumption that distance estimates benefited from provided size information. Juanita Benjamin, Austin Erickson, Matthew Gottsacker, Gerd Bruder, Greg Welch |
VR | 2 |
| 2024 | Investigating the relationships between user behaviors and tracking factors on task performance and trust in augmented reality
Matthew Gottsacker, Hiroshi Furuya, Zubin Datta Choudhary, Austin Erickson, Ryan Schubert, Gerd Bruder, Michael P. Browne, Greg Welch |
Comput. Graph. | 4 |
| 2023 | Exploring the Social Influence of Virtual Humans Unintentionally Conveying Conflicting EmotionsabstractThe expression of human emotion is integral to social interaction, and in virtual reality it is increasingly common to develop virtual avatars that attempt to convey emotions by mimicking these visual and aural cues, i.e. the facial and vocal expressions. However, errors in (or the absence of) facial tracking can result in the rendering of incorrect facial expressions on these virtual avatars. For example, a virtual avatar may speak with a happy or unhappy vocal inflection while their facial expression remains otherwise neutral. In circumstances where there is conflict between the avatar's facial and vocal expressions, it is possible that users will incorrectly interpret the avatar's emotion, which may have unintended consequences in terms of social influence or in terms of the outcome of the interaction. In this paper, we present a human-subjects study (N = 22) aimed at understanding the impact of conflicting facial and vocal emotional expressions. Specifically we explored three levels of emotional valence (unhappy, neutral, and happy) expressed in both visual (facial) and aural (vocal) forms. We also investigate three levels of head scales (down-scaled, accurate, and up-scaled) to evaluate whether head scale affects user interpretation of the conveyed emotion. We find significant effects of different multimodal expressions on happiness and trust perception, while no significant effect was observed for head scales. Evidence from our results suggest that facial expressions have a stronger impact than vocal expressions. Additionally, as the difference between the two expressions increase, the less predictable the multimodal expression becomes. For example, for the happy-looking and happy-sounding multimodal expression, we expect and see high happiness rating and high trust, however if one of the two expressions change, this mismatch makes the expression less predictable. We discuss the relationships, implications, and guidelines for social applications that aim to leverage multimodal social cues. Zubin Datta Choudhary, Nahal Norouzi, Austin Erickson, Ryan Schubert, Gerd Bruder, Greg Welch |
VR | 3 |
| 2023 | Virtual Big Heads in Extended Reality: Estimation of Ideal Head Scales and Perceptual Thresholds for Comfort and Facial CuesabstractExtended reality (XR) technologies, such as virtual reality (VR) and augmented reality (AR), provide users, their avatars, and embodied agents a shared platform to collaborate in a spatial context. Although traditional face-to-face communication is limited by users’ proximity, meaning that another human’s non-verbal embodied cues become more difficult to perceive the farther one is away from that person, researchers and practitioners have started to look into ways to accentuate or amplify such embodied cues and signals to counteract the effects of distance with XR technologies. In this article, we describe and evaluate the Big Head technique, in which a human’s head in VR/AR is scaled up relative to their distance from the observer as a mechanism for enhancing the visibility of non-verbal facial cues, such as facial expressions or eye gaze. To better understand and explore this technique, we present two complimentary human-subject experiments in this article. In our first experiment, we conducted a VR study with a head-mounted display to understand the impact of increased or decreased head scales on participants’ ability to perceive facial expressions as well as their sense of comfort and feeling of “uncannniness” over distances of up to 10 m. We explored two different scaling methods and compared perceptual thresholds and user preferences. Our second experiment was performed in an outdoor AR environment with an optical see-through head-mounted display. Participants were asked to estimate facial expressions and eye gaze, and identify a virtual human over large distances of 30, 60, and 90 m. In both experiments, our results show significant differences in minimum, maximum, and ideal head scales for different distances and tasks related to perceiving faces, facial expressions, and eye gaze, and we also found that participants were more comfortable with slightly bigger heads at larger distances. We discuss our findings with respect to the technologies used, and we discuss implications and guidelines for practical applications that aim to leverage XR-enhanced facial cues. Zubin Datta Choudhary, Austin Erickson, Nahal Norouzi, Kangsoo Kim, Gerd Bruder, Greg Welch |
ACM Trans. Appl. Percept. | 2 |
| 2023 | Analysis of the Saliency of Color-Based Dichoptic Cues in Optical See-Through Augmented RealityabstractIn a future of pervasive augmented reality (AR), AR systems will need to be able to efficiently draw or guide the attention of the user to visual points of interest in their physical-virtual environment. Since AR imagery is overlaid on top of the user's view of their physical environment, these attention guidance techniques must not only compete with other virtual imagery, but also with distracting or attention-grabbing features in the user's physical environment. Because of the wide range of physical-virtual environments that pervasive AR users will find themselves in, it is difficult to design visual cues that "pop out" to the user without performing a visual analysis of the user's environment, and changing the appearance of the cue to stand out from its surroundings. In this article, we present an initial investigation into the potential uses of dichoptic visual cues for optical see-through AR displays, specifically cues that involve having a difference in hue, saturation, or value between the user's eyes. These types of cues have been shown to be preattentively processed by the user when presented on other stereoscopic displays, and may also be an effective method of drawing user attention on optical see-through AR displays. We present two user studies: one that evaluates the saliency of dichoptic visual cues on optical see-through displays, and one that evaluates their subjective qualities. Our results suggest that hue-based dichoptic cues or "Forbidden Colors" may be particularly effective for these purposes, achieving significantly lower error rates in a pop out task compared to value-based and saturation-based cues. Austin Erickson, Gerd Bruder, Greg Welch |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2022 | Effects of Transparency on Perceived Humanness: Implications for Rendering Skin Tones Using Optical See-Through DisplaysabstractCurrent optical see-through displays in the field of augmented reality are limited in their ability to display colors with low lightness in the hue, saturation, lightness (HSL) color space, causing such colors to appear transparent. This hardware limitation may add unintended bias into scenarios with virtual humans. Humans have varying skin tones including HSL colors with low lightness. When virtual humans are displayed with optical see-through devices, people with low lightness skin tones may be displayed semi-transparently while those with high lightness skin tones will be displayed more opaquely. For example, a Black avatar may appear semi-transparent in the same scene as a White avatar who will appear more opaque. We present an exploratory user study ( N=160) investigating whether differing opacity levels result in dehumanizing avatar and human faces. Results support that dehumanization occurs as opacity decreases. This suggests that in similar lighting, low lightness skin tones (e.g., Black faces) will be viewed as less human than high lightness skin tones (e.g., White faces). Additionally, the perceived emotionality of virtual human faces also predicts perceived humanness. Angry faces were seen overall as less human, and at lower opacity levels happy faces were seen as more human. Our results suggest that additional research is needed to understand the effects and interactions of emotionality and opacity on dehumanization. Further, we provide evidence that unintentional racial bias may be added when developing for optical see-through devices using virtual humans. We highlight the potential bias and discuss implications and directions for future research. Tabitha C. Peck, Jessica J. Good, Austin Erickson, Isaac Bynum, Gerd Bruder |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2021 | An Extended Analysis on the Benefits of Dark Mode User Interfaces in Optical See-Through Head-Mounted DisplaysabstractLight-on-dark color schemes, so-called “Dark Mode,” are becoming more and more popular over a wide range of display technologies and application fields. Many people who have to look at computer screens for hours at a time, such as computer programmers and computer graphics artists, indicate a preference for switching colors on a computer screen from dark text on a light background to light text on a dark background due to perceived advantages related to visual comfort and acuity, specifically when working in low-light environments. In this article, we investigate the effects of dark mode color schemes in the field of optical see-through head-mounted displays (OST-HMDs), where the characteristic “additive” light model implies that bright graphics are visible but dark graphics are transparent . We describe two human-subject studies in which we evaluated a normal and inverted color mode in front of different physical backgrounds and different lighting conditions. Our results indicate that dark mode graphics displayed on the HoloLens have significant benefits for visual acuity and usability, while user preferences depend largely on the lighting in the physical environment. We discuss the implications of these effects on user interfaces and applications. Austin Erickson, Kangsoo Kim, Alexis Lambert, Gerd Bruder, Michael P. Browne, Greg Welch |
ACM Trans. Appl. Percept. | 1 |
| 2021 | Virtual Animals as Diegetic Attention Guidance Mechanisms in 360-Degree Experiencesabstract360-degree experiences such as cinematic virtual reality and 360-degree videos are becoming increasingly popular. In most examples, viewers can freely explore the content by changing their orientation. However, in some cases, this increased freedom may lead to viewers missing important events within such experiences. Thus, a recent research thrust has focused on studying mechanisms for guiding viewers' attention while maintaining their sense of presence and fostering a positive user experience. One approach is the utilization of diegetic mechanisms, characterized by an internal consistency with respect to the narrative and the environment, for attention guidance. While such mechanisms are highly attractive, their uses and potential implementations are still not well understood. Additionally, acknowledging the user in 360-degree experiences has been linked to a higher sense of presence and connection. However, less is known when acknowledging behaviors are carried out by attention guiding mechanisms. To close these gaps, we conducted a within-subjects user study with five conditions of no guide and virtual arrows, birds, dogs, and dogs that acknowledge the user and the environment. Through our mixed-methods analysis, we found that the diegetic virtual animals resulted in a more positive user experience, all of which were at least as effective as the non-diegetic arrow in guiding users towards target events. The acknowledging dog received the most positive responses from our participants in terms of preference and user experience and significantly improved their sense of presence compared to the non-diegetic arrow. Lastly, three themes emerged from a qualitative analysis of our participants' feedback, indicating the importance of the guide's blending in, its acknowledging behavior, and participants' positive associations as the main factors for our participants' preferences. Nahal Norouzi, Gerd Bruder, Austin Erickson, Kangsoo Kim, Jeremy N. Bailenson, Pamela J. Wisniewski, Charles E. Hughes, Greg Welch |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2020 | Examining Whether Secondary Effects of Temperature-Associated Virtual Stimuli Influence Subjective Perception of DurationabstractPast work in augmented reality has shown that temperature-associated AR stimuli can induce warming and cooling sensations in the user, and prior work in psychology suggests that a person’s body temperature can influence that person’s sense of subjective perception of duration. In this paper, we present a user study to evaluate the relationship between temperature-associated virtual stimuli presented on an AR-HMD and the user’s sense of subjective perception of duration and temperature. In particular, we investigate two independent variables: the apparent temperature of the virtual stimuli presented to the participant, which could be hot or cold, and the location of the stimuli, which could be in direct contact with the user, in indirect contact with the user, or both in direct and indirect contact simultaneously. We investigate how these variables affect the users’ perception of duration and perception of body and environment temperature by having participants make prospective time estimations while observing the virtual stimulus and answering subjective questions regarding their body and environment temperatures. Our work confirms that temperature-associated virtual stimuli are capable of having significant effects on the users’ perception of temperature, and highlights a possible limitation in the current augmented reality technology in that no secondary effects on the users’ perception of duration were observed. Austin Erickson, Gerd Bruder, Pamela J. Wisniewski, Greg Welch |
VR | 1 |
| 2020 | Effects of Dark Mode Graphics on Visual Acuity and Fatigue with Virtual Reality Head-Mounted DisplaysabstractCurrent virtual reality (VR) head-mounted displays (HMDs) are characterized by a low angular resolution that makes it difficult to make out details, leading to reduced legibility of text and increased visual fatigue. Light-on-dark graphics modes, so-called "dark mode" graphics, are becoming more and more popular over a wide range of display technologies, and have been correlated with increased visual comfort and acuity, specifically when working in low-light environments, which suggests that they might provide significant advantages for VR HMDs.In this paper, we present a human-subject study investigating the correlations between the color mode and the ambient lighting with respect to visual acuity and fatigue on VR HMDs. We compare two color schemes, characterized by light letters on a dark background (dark mode), or dark letters on a light background (light mode), and show that the dark background in dark mode provides a significant advantage in terms of reduced visual fatigue and increased visual acuity in dim virtual environments on current HMDs. Based on our results, we discuss guidelines for user interfaces and applications. Austin Erickson, Kangsoo Kim, Gerd Bruder, Greg Welch |
VR | 1 |
| 2020 | Effects of Depth Information on Visual Target Identification Task Performance in Shared Gaze EnvironmentsabstractHuman gaze awareness is important for social and collaborative interactions. Recent technological advances in augmented reality (AR) displays and sensors provide us with the means to extend collaborative spaces with real-time dynamic AR indicators of one's gaze, for example via three-dimensional cursors or rays emanating from a partner's head. However, such gaze cues are only as useful as the quality of the underlying gaze estimation and the accuracy of the display mechanism. Depending on the type of the visualization, and the characteristics of the errors, AR gaze cues could either enhance or interfere with collaborations. In this paper, we present two human-subject studies in which we investigate the influence of angular and depth errors, target distance, and the type of gaze visualization on participants' performance and subjective evaluation during a collaborative task with a virtual human partner, where participants identified targets within a dynamically walking crowd. First, our results show that there is a significant difference in performance for the two gaze visualizations ray and cursor in conditions with simulated angular and depth errors: the ray visualization provided significantly faster response times and fewer errors compared to the cursor visualization. Second, our results show that under optimal conditions, among four different gaze visualization methods, a ray without depth information provides the worst performance and is rated lowest, while a combination of a ray and cursor with depth information is rated highest. We discuss the subjective and objective performance thresholds and provide guidelines for practitioners in this field. Austin Erickson, Nahal Norouzi, Kangsoo Kim, Joseph J. LaViola Jr., Gerd Bruder, Greg Welch |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2019 | Is It Cold in Here or Is It Just Me? Analysis of Augmented Reality Temperature Visualization for Computer-Mediated ThermoceptionabstractModern augmented reality (AR) head-mounted displays comprise a multitude of sensors that allow them to sense the environment around them. We have extended these capabilities by mounting two heat-wavelength infrared cameras to a Microsoft HoloLens, facilitating the acquisition of thermal data and enabling stereoscopic thermal overlays in the user's augmented view. The ability to visualize live thermal information opens several avenues of investigation on how that thermal awareness may affect a user's thermoception. We present a human-subject study, in which we simulated different temperature shifts using either heat vision overlays or 3D AR virtual effects associated with thermal cause-effect relationships (e.g., flames burn and ice cools). We further investigated differences in estimated temperatures when the stimuli were applied to either the user's body or their environment. Our analysis showed significant effects and first trends for the AR virtual effects and heat vision, respectively, on participants' temperature estimates for their body and the environment though with different strengths and characteristics, which we discuss in this paper. Austin Erickson, Kangsoo Kim, Ryan Schubert, Gerd Bruder, Greg Welch |
ISMAR | 1 |
| 2019 | Walking Your Virtual Dog: Analysis of Awareness and Proxemics with Simulated Support Animals in Augmented RealityabstractDomestic animals have a long history of enriching human lives physically and mentally by filling a variety of different roles, such as service animals, emotional support animals, companions, and pets. Despite this, technological realizations of such animals in augmented reality (AR) are largely underexplored in terms of their behavior and interactions as well as effects they might have on human users' perception or behavior. In this paper, we describe a simulated virtual companion animal, in the form of a dog, in a shared AR space. We investigated its effects on participants' perception and behavior, including locomotion related to proxemics, with respect to their AR dog and other real people in the environment. We conducted a 2 by 2 mixed factorial human-subject study, in which we varied (i) the AR dog's awareness and behavior with respect to other people in the physical environment and (ii) the awareness and behavior of those people with respect to the AR dog. Our results show that having an AR companion dog changes participants' locomotion behavior, proxemics, and social interaction with other people who can or can not see the AR dog. We also show that the AR dog's simulated awareness and behaviors have an impact on participants' perception, including co-presence, animalism, perceived physicality, and dog's perceived awareness of the participant and environment. We discuss our findings and present insights and implications for the realization of effective AR animal companions. Nahal Norouzi, Kangsoo Kim, Myungho Lee, Ryan Schubert, Austin Erickson, Jeremy N. Bailenson, Gerd Bruder, Greg Welch |
ISMAR | 5 |