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Brandon J. Woodard

dblp:358/8339 · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2023
0000-0003-4667-656XORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-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.

Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 77% Immersive interaction · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
remote collaboration
0.712023
VRoxy: Enabling Remote Collaboration in Large Spaces Beyond Local Boundaries via a VR-Driven Robotic Proxy · UIST 2023
Immersive interaction › telepresence
immersive telepresence
0.212023
VRoxy: Enabling Remote Collaboration in Large Spaces Beyond Local Boundaries via a VR-Driven Robotic Proxy · UIST 2023

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

formative study · 0.7VR tracking · 0.7360 camera · 0.7
YearPublicationVenuePosition
2023 VRoxy: Enabling Remote Collaboration in Large Spaces Beyond Local Boundaries via a VR-Driven Robotic Proxy
abstract
Recent research in robotic proxies has demonstrated that one can automatically reproduce many non-verbal cues important in co-located collaboration. However, they often require a symmetrical hardware setup in each location. We present the VRoxy system, designed to enable access to remote spaces through a robotic embodiment, using a VR headset in a much smaller space, such as a personal office. VRoxy maps small movements in VR space to larger movements in the physical space of the robot, allowing the user to navigate large physical spaces easily. Using VRoxy, the VR user can quickly explore and navigate in a low-fidelity rendering of the remote space. Upon the robot’s arrival, the system uses the feed of a 360 camera to support real-time interactions. The system also facilitates various interaction modalities by rendering the micro-mobility around shared spaces, head and facial animations, and pointing gestures on the proxy. We demonstrate how our system can accommodate mapping multiple physical locations onto a unified virtual space. In a formative study, users could complete a design decision task where they navigated and collaborated in a complex 7.5m x 5m layout using a 3m x 2m VR space.
Mose Sakashita, Brandon J. Woodard, François Guimbretière
UIST3
2016 TickTockRay: smartwatch-based 3D pointing for smartphone-based virtual reality
abstract
TickTockRay is a smartwatch-based raycasting technique designed for smartphone-based head mounted displays. It demonstrates that smartwatch-based raycasting can be reliably implemented on an off-the-shelf smartphone and may provide a feasible alternative for specialized input devices. We release TickTockRay to the research community as an open-source plugin for Unity along with an example application, a Minecraft VR game clone, that shows the utility of the technique for placement and destruction of Minecraft blocks.
Daniel Kharlamov, Brandon J. Woodard, Liudmila Tahai, Krzysztof Pietroszek
VRST2