Matthew Gottsacker

dblp:292/5895 · also Matt Gottsacker · DBLP profile ↗
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10ranked-venue papers
6as first author
10since 2021 · last 2026
0000-0002-3575-1133ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 4 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 7 · 4 first-author · 7 since 2021
YearPublicationVenuePosition
2026 From One World to Another: Interfaces for Efficiently Transitioning Between Virtual Environments
abstract
Personal computers and handheld devices provide keyboard shortcuts and swipe gestures to enable users to efficiently switch between applications, whereas today’s virtual reality (VR) systems do not. In this work, we present an exploratory study on user interface aspects to support efficient switching between worlds in VR. We created eight interfaces that afford previewing and selecting from the available virtual worlds, including methods using portals and worlds-in-miniature (WiMs). To evaluate these methods, we conducted a controlled within-subjects empirical experiment (N=22) where participants frequently transitioned between six different environments to complete an object collection task. Our quantitative and qualitative results show that WiMs supported rapid acquisition of high-level spatial information while searching and were deemed most efficient by participants while portals provided fast pre-orientation. Finally, we present insights into the applicability, usability, and effectiveness of the VR world switching methods we explored, and provide recommendations for their application and future context/world switching techniques and interfaces.
Matthew Gottsacker, Yahya Hmaiti, Mykola Maslych, Hiroshi Furuya, Jasmine DeGuzman, Gerd Bruder, Greg Welch, Joseph J. LaViola Jr.
CHI1
2025 Examining the Effects of Immersive and Non-Immersive Presenter Modalities on Engagement and Social Interaction in Co-located Augmented Presentations
abstract
Head-worn augmented reality (AR) allows audiences to be immersed and engaged in stories told by live presenters. While presenters may also be in AR to have the same level of immersion and awareness as their audience, this symmetric presentation style may diminish important social cues such as eye contact. In this work, we examine the effects this (a)symmetry has on engagement, group awareness, and social interaction in co-located one-on-one augmented presentations. We developed a presentation system incorporating 2D/3D content that audiences can view and interact with in AR, with presenters controlling and delivering the presentation in either a symmetric style in AR, or an asymmetric style with a handheld tablet. We conducted a within- and between-subjects evaluation with 12 participant pairs to examine the differences between these symmetric and asymmetric presentation modalities. From our findings, we extracted four themes and derived strategies and guidelines for designers interested in augmented presentations.
Matthew Gottsacker, David Saffo, Feiyu Lu 0001, Benjamin Lee 0001, Blair MacIntyre
CHI1
2025 Comparison of Cross-Reality Transition Techniques Between 3D and 2D Display Spaces in Desktop-AR Systems
abstract
The aim of this study is to develop an understanding of how virtual objects can be transitioned between 3D Augmented Reality and 2D standard monitor display spaces. The increased availability of Augmented Reality devices, in combination with the prevalence of conventional desktop setups with mouse and keyboard input, gives rise to future hybrid setups in which users may need to transition virtual objects between display spaces. We developed three virtual object transition techniques: Mouse-based, Hand-based, and a Modality Switch (where users can only use the input methods in their respective display spaces). The three techniques were evaluated in a user study (N=24) alongside a fourth condition in which participants could freely switch between Hand and Mouse-based techniques. Participants were tasked with transitioning virtual bricks from 3D space onto the screen, then using the mouse to make fine adjustments, such as choosing the colour of the brick and placing decorations, to then transition them back into 3D space to build with. The Modality Switch technique was not preferred due to higher mental demand. Participants preferred the mouse-based technique, which allowed them to transition the virtual bricks faster.
Robbe Cools, Inne Maerevoet, Matthew Gottsacker, Adalberto L. Simeone
IEEE Trans. Vis. Comput. Graph.3
2024 Exploring Spatial Cognitive Residue and Methods to Clear Users' Minds When Transitioning Between Virtual Environments
abstract
In most cases, retaining memories of things we have experienced in the past is desirable, but in some cases, we want to clear our minds so that we may focus completely on subsequent activities. When someone switches from one task to another, they commonly incur some “cognitive residue” where some of their cognitive resources such as working memory and attention remain devoted to their previous task even after they try to switch their focus to their new task. This residue could have a negative impact on their performance in the next task, and in such circumstances, it is important to reduce that residue. In this paper, we explore the concept of cognitive residue in the context of switching between virtual reality (VR) environments. We conducted a human-subject experiment (N=24) with a spatial recall task to investigate how different visual transitions might reduce participants’ spatial cognitive residue. In this instance, more errors on the recall task corresponds to less spatial cognitive residue. We found that transitions that lasted one minute successfully reduced spatial cognitive residue: they significantly reduced participants’ abilities to recall the positions of objects in their previous VE compared to an instantaneous cut transition. Additionally, for transitions that showed a nature scene, greater head movement significantly correlated with more spatial memory errors (i.e., less spatial cognitive residue). We discuss how these findings can be applied to support users transitioning between virtual tasks and environments in VR task switching scenarios.
Matthew Gottsacker, Hiroshi Furuya, Laura Battistel, Carlos Pinto Jimenez, Nicholas LaMontagna, Gerd Bruder, Greg Welch
ISMAR1
2024 Evaluating Transitive Perceptual Effects Between Virtual Entities in Outdoor Augmented Reality
abstract
Augmented 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
VR3
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.1
2022 Virtual Humans with Pets and Robots: Exploring the Influence of Social Priming on One's Perception of a Virtual Human
abstract
Social priming is the idea that observations of a virtual human (VH) engaged in short social interactions with a real or virtual human bystander can positively influence users’ subsequent interactions with that VH. In this paper we investigate the question of whether the positive effects of social priming are limited to interactions with humanoid entities. For instance, virtual dogs offer an attractive candidate for non-humanoid entities, as previous research suggests multiple positive effects. In particular, real human dog owners receive more positive attention from strangers than non-dog owners.To examine the influence of such social priming we carried out a human-subjects experiment with four conditions: three social priming conditions where a participant initially observed a VH interacting with one of three virtual entities (another VH, a virtual pet dog, or a virtual personal robot), and a non-social priming condition where a VH (alone) was intently looking at her phone as if reading something. We recruited 24 participants and conducted a mixed-methods analysis. We found that a VH’s prior social interactions with another VH and a virtual dog significantly increased participants’ perceptions of the VHs’ affective attraction. Also, participants felt more inclined to interact with the VH in the future in all of the social priming conditions. Qualitatively, we found that the social priming conditions resulted in a more positive user experience than the non-social priming condition. Also, the virtual dog and the virtual robot were perceived as a source of positive surprise, with participants appreciating the non-humanoid interactions for various reasons, such as the avoidance of social anxieties sometimes associated with humans.
Nahal Norouzi, Matthew Gottsacker, Gerd Bruder, Pamela J. Wisniewski, Jeremy N. Bailenson, Greg Welch
VR2
2022 Effects of Environmental Noise Levels on Patient Handoff Communication in a Mixed Reality Simulation
abstract
When medical caregivers transfer patients to another person’s care (a patient handoff), it is essential they effectively communicate the patient’s condition to ensure the best possible health outcomes. Emergency situations caused by mass casualty events (e.g., natural disasters) introduce additional difficulties to handoff procedures such as environmental noise. We created a projected mixed reality simulation of a handoff scenario involving a medical evacuation by air and tested how low, medium, and high levels of helicopter noise affected participants’ handoff experience, handoff performance, and behaviors. Through a human-subjects experimental design study (N = 21), we found that the addition of noise increased participants’ subjective stress and task load, decreased their self-assessed and actual performance, and caused participants to speak louder. Participants also stood closer to the virtual human sending the handoff information when listening to the handoff than they stood to the receiver when relaying the handoff information. We discuss implications for the design of handoff training simulations and avenues for future handoff communication research.
Matthew Gottsacker, Nahal Norouzi, Ryan Schubert, Frank Guido-Sanz, Gerd Bruder, Greg Welch
VRST1
2021 Diegetic Representations for Seamless Cross-Reality Interruptions
abstract
The closed design of virtual reality (VR) head-mounted displays substantially limits users’ awareness of their real-world surroundings. This presents challenges when another person in the same physical space needs to interrupt the VR user for a brief conversation. Such interruptions, e.g., tapping a VR user on the shoulder, can cause a disruptive break in presence (BIP), which affects their place and plausibility illusions, and may cause a drop in performance of their virtual activity. Recent findings related to the concept of diegesis, which denotes the internal consistency of an experience/story, suggest potential benefits of integrating registered virtual representations for physical interactors, especially when these appear internally consistent in VR. In this paper, we present a human-subject study we conducted to compare and evaluate five different diegetic and non-diegetic methods to facilitate cross-reality interruptions in a virtual office environment, where a user’s task was briefly interrupted by a physical person. We created a Cross-Reality Interaction Questionnaire (CRIQ) to capture the quality of the interaction from the VR user’s perspective. Our results show that the diegetic representations afforded reasonably high senses of co-presence, the highest quality interactions, the highest place illusions, and caused the least disruption of the participants’ virtual experiences. We discuss our findings as well as implications for practical applications that aim to leverage virtual representations to ease cross-reality interruptions.
Matthew Gottsacker, Nahal Norouzi, Kangsoo Kim, Gerd Bruder, Greg Welch
ISMAR1
2021 Revisiting Distance Perception with Scaled Embodied Cues in Social Virtual Reality
abstract
Previous research on distance estimation in virtual reality (VR) has well established that even for geometrically accurate virtual objects and environments users tend to systematically mis-estimate distances. This has implications for Social VR, where it introduces variables in personal space and proxemics behavior that change social behaviors compared to the real world. One yet unexplored factor is related to the trend that avatars' embodied cues in Social VR are often scaled, e.g., by making one's head bigger or one's voice louder, to make social cues more pronounced over longer distances. In this paper we investigate how the perception of avatar distance is changed based on two means for scaling embodied social cues: visual head scale and verbal volume scale. We conducted a human-subject study employing a mixed factorial design with two Social VR avatar representations (full-body, head-only) as a between factor as well as three visual head scales and three verbal volume scales (up-scaled, accurate, down-scaled) as within factors. For three distances from social to far-public space, we found that visual head scale had a significant effect on distance judgments and should be tuned for Social VR, while conflicting verbal volume scales did not, indicating that voices can be scaled in Social VR without immediate repercussions on spatial estimates. We discuss the interactions between the factors and implications for Social VR.
Zubin Datta Choudhary, Matthew Gottsacker, Kangsoo Kim, Ryan Schubert, Jeanine K. Stefanucci, Gerd Bruder, Greg Welch
VR2