Adhi Widagdo

dblp:310/1629 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2025
0000-0003-0135-5842ORCID · corroborated

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

Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 44% Image and video coding · 44% Multimedia systems and quality of experience · 13%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 81% Human-robot interaction · 19%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video coding › perceptual coding
foveated coding
0.912025
Gaze-Adaptive Foveation for Remote Rendered VR · ACM Multimedia 2025
Rendering
remote rendering
0.912025
Gaze-Adaptive Foveation for Remote Rendered VR · ACM Multimedia 2025
Immersive interaction › telepresence
immersive telepresence
0.612022
Unwinding Rotations Improves User Comfort with Immersive Telepresence Robots · HRI 2022
Human-robot interaction
telepresence robot
0.212022
Unwinding Rotations Improves User Comfort with Immersive Telepresence Robots · HRI 2022
Immersive interaction › virtual reality › cybersickness
VR sickness
0.212022
Unwinding Rotations Improves User Comfort with Immersive Telepresence Robots · HRI 2022

Methods — techniques the papers use, named apart from their topics

subjective user study · 0.9gaze tracking · 0.9user study · 0.6
YearPublicationVenuePosition
2025 Gaze-Adaptive Foveation for Remote Rendered VR
abstract
Remote rendering enables high-fidelity virtual reality (VR) experiences on standalone headsets by offloading intensive graphics workloads to remote servers. However, streaming high-quality VR graphics imposes substantial bandwidth and latency challenges. Spatial compression is a form of foveation which addresses this challenge by leveraging the human visual system's varying acuity, allocating higher visual quality around the user's gaze while reducing resolution in the periphery. In this work, we implement three gaze-adaptive foveation methods: Dynamic Axis-Aligned Distortion Transmission (D-AADT2 and D-AADT3) and Dynamic Foveated Radial Warp (D-FRW)) of which only D-AADT2 has been previously presented. These methods dynamically adapt spatial compression based on gaze-tracking input, ensuring optimal perceptual quality. We integrate these methods together with their static counterparts into the open-source Air Light VR (ALVR) remote-rendering framework, enabling native (72 FPS) framerates. We conclude a comprehensive objective evaluation across diverse VR games and demonstrate that the dynamic methods significantly outperform traditional static approaches in both encoding efficiency and perceptual quality metrics. A complementary subjective user study further validates these findings, confirming that dynamic gaze-adaptive foveation substantially enhances visual quality, immersion, and user interaction experience.
Adhi Widagdo, Teemu Kämäräinen, Ahmad Yousef Alhilal, Matti Siekkinen, Cheng-Hsin Hsu
ACM Multimedia1
2022 Unwinding Rotations Improves User Comfort with Immersive Telepresence Robots
abstract
We propose unwinding the rotations experienced by the user of an immersive telepresence robot to improve comfort and reduce VR sickness of the user. By immersive telepresence we refer to a situation where a 360° camera on top of a mobile robot is streaming video and audio into a head-mounted display worn by a remote user possibly far away. Thus, it enables the user to be present at the robot's location, look around by turning the head and communicate with people near the robot. By unwinding the rotations of the camera frame, the user's viewpoint is not changed when the robot rotates. The user can change her viewpoint only by physically rotating in her local setting; as visual rotation without the corresponding vestibular stimulation is a major source of VR sickness, physical rotation by the user is expected to reduce VR sickness. We implemented unwinding the rotations for a simulated robot traversing a virtual environment and ran a user study (N=34) comparing unwinding rotations to user's viewpoint turning when the robot turns. Our results show that the users found unwound rotations more preferable and comfortable and that it reduced their level of VR sickness. We also present further results about the users' path integration capabilities, viewing directions, and subjective observations of the robot's speed and distances to simulated people and objects.
Markku Suomalainen, Basak Sakçak, Adhi Widagdo, Juho Kalliokoski, Katherine J. Mimnaugh, Alexis Chambers, Timo Ojala, Steven M. LaValle
HRI3