Cyan DeVeaux

dblp:332/9340 · DBLP profile ↗
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7ranked-venue papers
1as first author
7since 2021 · last 2026
0000-0003-2655-9841ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Computer networks · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Audiovisual Realism in MR: Investigating the Effects of Room Acoustics on Co-Presence with Photorealistic Avatars
abstract
With advances in spatial computing and growth in commercially available head-mounted displays, mixed reality (MR) is an emerging context for social experiences and collaborative interaction. While the role of visual representations in enhancing user experiences has been extensively studied, the contribution of audio has comparatively received little attention. In this exploratory, within-subjects study, we investigate the effects of audio quality on co-presence and associated experiential outcomes during avatar-mediated conversations in MR. In dyads, participants engaged in semi-structured conversation under anechoic and reverberant audio conditions while embodying photorealistic avatars. Results shed a nuanced light on the potential of audio in facilitating co-presence. We conclude by discussing implications for design and future research on audio within audiovisual MR environments.
Cyan DeVeaux, Elizabeth H. Hall, Andy J. Shaw, Andrew Frederick Francl, Paulus van Horne, Frank M. Nieuwenhuizen, Sebastià Vicenc Amengual Garí, Madeline Huberth
VR1
2026 To Tango or to Disentangle? Making Ethnography Public in the Digital Age CSCW040
abstract
Ethnography attends to relations among people, practices, and the technologies that mediate them. Central to this method is the duality of roles ethnographers navigate as researchers and participants and as outsiders and insiders. However, the rise of digital platforms has introduced new opportunities as well as practical and ethical challenges that reshape these dualities across hybrid media environments spanning both online and offline contexts. Drawing on two case studies of VRChat and WhatsApp, we examine how ethnographers employ diverse tactics to study both enduring and emerging socio-cultural issues of race and caste, particularly those that form what are often called publics. We propose emergent relationality as a key analytic for understanding the mutual shaping of ethnographers, platforms, and publics. In this work, emergent relationality offers registers for analyzing how positionality and hybrid media environments constitute and condition what can be accessed, articulated, and made public.
Daniel Mwesigwa, Cyan DeVeaux, Palashi Vaghela
Proc. ACM Hum. Comput. Interact.2
2025 Social Conjuring: Multi-User Runtime Collaboration with GenAI in Building Virtual Reality Worlds
abstract
We present Social Conjurer, a system and framework that enables real-time, AI-augmented creation of virtual 3D environments for multiple users. Unlike prior GenAI systems that focus on single-user workflows or static scenes, Social Conjurer allows co-located or remote users to collaboratively build worlds using natural language, sketches, and tool-based interactions. We integrate LLMs, VLMs, and a custom networked Unity architecture to support spatial reasoning, dynamic asset placement, and shared editing. A study with 12 participants suggests the system enables co-creative worldbuilding.
Amina Kobenova, Cyan DeVeaux, Samyak Parajuli, Andrzej Banburski-Fahey, Judith Amores, Jaron Lanier
VRST2
2025 Effect of Duration and Delay on the Identifiability of VR Motion
abstract
Social virtual reality is an emerging medium of communication. In this medium, a user’s avatar (virtual representation) is controlled by the tracked motion of the user’s headset and hand controllers. This tracked motion is a rich data stream that can leak characteristics of the user or can be effectively matched to previously-identified data to identify a user. To better understand the boundaries of motion data identifiability, we investigate how varying training data duration and train-test delay affects the accuracy at which a machine learning model can correctly classify user motion in a supervised learning task simulating re-identification. The dataset we use has a unique combination of a large number of participants, long duration per session, large number of sessions, and a long time span over which sessions were conducted. We find that training data duration and train-test delay affect identifiability; that minimal train-test delay leads to very high accuracy; and that train-test delay should be controlled in future experiments.
Mark Roman Miller, Vivek Nair, Eugy Han, Cyan DeVeaux, Christian Rack, Rui Wang 0110, Brandon Huang, Marc Erich Latoschik, James F. O'Brien, Jeremy N. Bailenson
WoWMoM4
2025 Predicting and Understanding Turn-Taking Behavior in Open-Ended Group Activities in Virtual Reality
abstract
In networked virtual reality (VR), user behaviors, individual differences, and group dynamics can serve as important signals for future speech behaviors, such as who the next speaker will be and the timing of turn-taking behaviors. The ability to predict and understand these behaviors offers opportunities to provide adaptive and personalized assistance, for example helping users with varying sensory abilities navigate complex social scenes and instantiating virtual moderators with natural behaviors. In this work, we predict turn-taking behaviors using features extracted based on social dynamics literature. We discuss results from a large-scale VR classroom dataset consisting of 77 sessions and 1660 minutes of small-group social interactions collected over four weeks. In our evaluation, gradient boosting classifiers achieved the best performance, with accuracies of 0.71-0.78 AUC (area under the ROC curve) across three tasks concerning the ''what'', ''who'', and ''when'' of turn-taking behaviors. In interpreting these models, we found that group size, listener personality, speech-related behavior (e.g., time elapsed since the listener's last speech event), group visual attention (e.g., the group's head orientation towards the speaker), and the listener and previous speaker's head pitch, head y-axis position, and left hand y-axis position more saliently influenced predictions. Results suggested that these features remain reliable indicators in novel social VR settings, as prediction performance is robust over time and with groups and activities not used in the training dataset. We discuss theoretical and practical implications of the work.
Portia Wang, Eugy Han, Anna C. M. Queiroz, Cyan DeVeaux, Jeremy N. Bailenson
Proc. ACM Hum. Comput. Interact.4
2023 Designing Immersive, Narrative-Based Interfaces to Guide Outdoor Learning
abstract
Outdoor learning experiences, such as field trips, can improve children’s science achievement and engagement, but these experiences are often difficult to deliver without extensive support. Narrative in educational experiences can provide needed structure, while also increasing engagement. We created a narrative-based, mobile application to investigate how to guide young learners in interacting with their local, outdoor environment. In a second variant, we added augmented reality and image classification to explore the value of these features. A study (n = 44) found that participants using our system demonstrated learning gains and found the experience engaging. Our findings identified several major themes, including participant excitement for hands-on interactions with nature, curiosity about the characters, and enthusiasm toward typing their thoughts and observations. We offer a set of design implications for supporting narrative-based, outdoor learning with immersive technology.
Alan Y. Cheng, Jacob Ritchie, Niki Agrawal, Elizabeth Childs, Cyan DeVeaux, Yubin Jee, Trevor Leon, Bethanie Maples, Andrea Cuadra, James A. Landay
CHI5
2023 A Large-Scale Study of Proxemics and Gaze in Groups
abstract
Scholars who study nonverbal behavior have focused an incredible amount of work on proxemics, how close people stand to one another, and mutual gaze, whether or not they are looking at one another. Moreover, many studies have demonstrated a correlation between gaze and distance, and so-called equilibrium theory posits that people modulate gaze and distance to maintain proper levels of nonverbal intimacy. Virtual reality scholars have also focused on these two constructs, both for theoretical reasons, as distance and gaze are often used as proxies for psychological constructs such as social presence, and for methodological reasons, as head orientation and body position are automatically produced by most VR tracking systems. However, to date, the studies of distance and gaze in VR have largely been conducted in laboratory settings, observing behavior of a small number of participants for short periods of time. In this experimental field study, we analyze the proxemics and gaze of 232 participants over two experimental studies who each contributed up to about 240 minutes of tracking data during eight weekly 30-minute social virtual reality sessions. Participants' non-verbal behaviors changed in conjunction with context manipulations and over time. Interpersonal distance increased with the size of the virtual room; and both mutual gaze and interpersonal distance increased over time. Overall, participants oriented their heads toward the center of walls rather than to corners of rectangularly-aligned environments. Finally, statistical models demonstrated that individual differences matter, with pairs and groups maintaining more consistent differences over time than would be predicted by chance. Implications for theory and practice are discussed.
Mark Roman Miller, Cyan DeVeaux, Eugy Han, Nilam Ram, Jeremy N. Bailenson
VR2