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Daniel Jiménez Navarro

dblp:380/4912 · DBLP profile ↗
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5ranked-venue papers
3as first author
5since 2021 · last 2026
0009-0003-3943-2935ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 5 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
3 papers
Virtual and augmented reality · 61% Multimedia analysis and retrieval · 30% Audio and music processing · 5%
Human-computer interaction and pervasive computing
1 paper
Usability and user experience research · 100%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Multimedia analysis and retrieval › multimodal fusion
audio-visual fusion
1.822026
Overdriving Visual Depth Perception via Sound Modulation in VR · IEEE Trans. Vis. Comput. Graph. 2026
Measuring and Predicting Multisensory Reaction Latency: A Probabilistic Model for Visual-Auditory Integration · IEEE Trans. Vis. Comput. Graph. 2024
Virtual and augmented reality
depth perception
1.012026
Overdriving Visual Depth Perception via Sound Modulation in VR · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality › depth perception
vergence-accommodation conflict
1.012026
Overdriving Visual Depth Perception via Sound Modulation in VR · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality
virtual reality
0.912025
Why Slow Feels Fast and Fast Feels Slow: Evaluating and Predicting Speed Misperception · ISMAR 2025
Virtual and augmented reality
immersive interaction
0.812024
Measuring and Predicting Multisensory Reaction Latency: A Probabilistic Model for Visual-Auditory Integration · IEEE Trans. Vis. Comput. Graph. 2024
Audio and music processing
sound source localization
0.312026
Overdriving Visual Depth Perception via Sound Modulation in VR · IEEE Trans. Vis. Comput. Graph. 2026

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

psychophysical study · 1.9psychophysical experiment · 1.5probabilistic modeling · 1.5eye movement tracking · 1.5sound modulation · 1.0predictive modeling · 0.9
YearPublicationVenuePosition
2026 Overdriving Visual Depth Perception via Sound Modulation in VR
abstract
Our ability to perceive and navigate the spatial world is a cornerstone of human experience, relying on the integration of visual and auditory cues to form a coherent sense of depth and distance. In stereoscopic 3D vision, depth perception requires fixation of both eyes on a target object, which is achieved through vergence movements, with convergence for near objects and divergence for distant ones. In contrast, auditory cues provide complementary depth information through variations in loudness, interaural differences (IAD), and the frequency spectrum. We investigate the interaction between visual and auditory cues and examine how contradictory auditory information can overdrive visual depth perception in virtual reality (VR). When a new visual target appears, we introduce a spatial discrepancy between the visual and auditory cues: the visual target is shifted closer to the previously fixated object, while the corresponding sound localization is displaced in the opposite direction. By integrating these conflicting cues through multimodal processing, the resulting percept is biased toward the intended depth location. This audiovisual fusion counteracts depth compression, thus reducing the required vergence magnitude and enabling faster gaze retargeting. Such audio-driven depth enhancement may further help mitigate the vergence-accommodation conflict (VAC) in scenarios where physical depth must be compressed. In a series of psychophysical studies, we first assess the efficiency of depth overdriving for various VR-relevant combinations of initial fixations and shifted target locations, considering different scenarios of audio displacements and their loudness and frequency parameters. Next, we quantify the resulting speedup in gaze retargeting for target shifts that can be successfully overdriven by sound manipulations. Finally, we apply our method in a naturalistic VR scenario where user interface interactions with the scene show an extended perceptual depth.
Daniel Jiménez Navarro, Colin Groth, Jorge Pina, Qi Sun 0003, Praneeth Chakravarthula, Karol Myszkowski, Hans-Peter Seidel, Ana Serrano
IEEE Trans. Vis. Comput. Graph.1
2025 Why Slow Feels Fast and Fast Feels Slow: Evaluating and Predicting Speed Misperception
abstract
Human perception of speed is largely driven by visual cues. However, our subjective estimations of speed are influenced by several factors that can lead to deceptive cues and speed misperception. While some prior studies have explored individual effects on speed perception, such as contrast, spatial frequency, and temporal frequency, their combined influence remains underexamined, particularly in immersive VR environments. In this work, we systematically investigate the influence and interplay of four visual factors—contrast, spatial frequency, temporal frequency, and eccentricity—on human perception of speed. To this end, we conduct a psychophysical study measuring subjective speed judgments across controlled stimuli and reveal significant perceptual biases induced by these factors. Based on our collected data, we learn a model to predict the underestimation or overestimation of perceived speed from visual scene properties. We apply and validate our findings in three immersive environments and demonstrate their influence on common VR scenarios. Finally, we discuss how understanding the factors that shape speed perception can drive the design of perceptually aligned virtual environments, with potential future applications such as correcting speed misperception and conceivably mitigating visual-vestibular conflicts by modulating perceived speed.
Colin Groth, Daniel Jiménez Navarro, Zihao Zou, Ana Serrano, Karol Myszkowski, Qi Sun 0003, Praneeth Chakravarthula
ISMAR3
2025 Minimally disruptive auditory cues: their impact on visual performance in virtual reality
abstract
Abstract Virtual reality (VR) has the potential to become a revolutionary technology with a significant impact on our daily lives. The immersive experience provided by VR equipment, where the user’s body and senses are used to interact with the surrounding content, accompanied by the feeling of presence elicits a realistic behavioral response. In this work, we leverage the full control of audiovisual cues provided by VR to study an audiovisual suppression effect (ASE) where auditory stimuli degrade visual performance. In particular, we explore if barely audible sounds (in the range of the limits of hearing frequencies) generated following a specific spatiotemporal setup can still trigger the ASE while participants are experiencing high cognitive loads. A first study is carried out to find out how sound volume and frequency can impact this suppression effect, while the second study includes higher cognitive load scenarios closer to real applications. Our results show that the ASE is robust to variations in frequency, volume and cognitive load, achieving a reduction of visual perception with the proposed hardly audible sounds. Using such auditory cues means that this effect could be used in real applications, from entertaining to VR techniques like redirected walking.
Daniel Jiménez Navarro, Ana Serrano, Sandra Malpica
Vis. Comput.1
2025 Correction to: Minimally disruptive auditory cues: their impact on visual performance in virtual reality
Daniel Jiménez Navarro, Ana Serrano, Sandra Malpica
Vis. Comput.1
2024 Measuring and Predicting Multisensory Reaction Latency: A Probabilistic Model for Visual-Auditory Integration
abstract
Virtual/augmented reality (VR/AR) devices offer both immersive imagery and sound. With those wide-field cues, we can simultaneously acquire and process visual and auditory signals to quickly identify objects, make decisions, and take action. While vision often takes precedence in perception, our visual sensitivity degrades in the periphery. In contrast, auditory sensitivity can exhibit an opposite trend due to the elevated interaural time difference. What occurs when these senses are simultaneously integrated, as is common in VR applications such as 360° video watching and immersive gaming? We present a computational and probabilistic model to predict VR users' reaction latency to visual-auditory multisensory targets. To this aim, we first conducted a psychophysical experiment in VR to measure the reaction latency by tracking the onset of eye movements. Experiments with numerical metrics and user studies with naturalistic scenarios showcase the model's accuracy and generalizability. Lastly, we discuss the potential applications, such as measuring the sufficiency of target appearance duration in immersive video playback, and suggesting the optimal spatial layouts for AR interface design.
Daniel Jiménez Navarro, Ana Serrano, Karol Myszkowski, Qi Sun 0003
IEEE Trans. Vis. Comput. Graph.3