David M. Krum

dblp:08/2504 · DBLP profile ↗
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37ranked-venue papers
10as first author
0since 2021 · last 2019
0000-0003-1051-5385ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 32 · 7 first-authorHuman-computer interaction and ubiquitous computing · 28 · 9 first-authorArtificial intelligence and machine learning · 2 · 1 first-author

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
22 papers
Immersive interaction · 35% Human-AI interaction · 9% Collaborative and social computing · 8%
Computer graphics and multimedia
18 papers
Virtual and augmented reality · 67% Visualization and visual analytics · 22% Geometric modeling and processing · 4%

Topics — the 30 heaviest of 57, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
cybersickness
0.422019
Unifying Research to Address Motion Sickness · VR 2019
Simulator Sickness and Presence in a High FOV Virtual Environment · VR 2001
Virtual and augmented reality
immersive interaction
0.412019
Advancing Ethical Decision Making in Virtual Reality · VR 2019
Virtual and augmented reality › immersive interaction
motion sickness
0.412019
Unifying Research to Address Motion Sickness · VR 2019
User interface design and tools › user interface design
3d user interface design
0.412019
Orientation Perception in Real and Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2019
Personal fabrication and tangible interfaces
tangible interaction
0.422014
A demonstration of tablet-based interaction panels for immersive environments · VR 2014
Tablet-based interaction panels for immersive environments · VR 2014
Virtual and augmented reality › virtual environment
immersive virtual environments
0.432017
REINVENT: A low-cost, virtual reality brain-computer interface for severe stroke upper limb motor recovery · VR 2017
Rapid generation of personalized avatars · VR 2013
FAAST: The Flexible Action and Articulated Skeleton Toolkit · VR 2011
Collaborative and social computing › social interaction
virtual human interaction
0.312018
Influences on the Elicitation of Interpersonal Space with Virtual Humans · VR 2018
Visualization and visual analytics › scientific visualization
immersive virtual reality visualization
0.312017
NIVR: Neuro imaging in virtual reality · VR 2017
Virtual and augmented reality
mixed reality
0.312017
Mixed reality training for tank platoon leader communication skills · VR 2017
Visualization and visual analytics
scientific visualization
0.312017
NIVR: Neuro imaging in virtual reality · VR 2017
Human-AI interaction
communication skills training
0.312017
Mixed reality training for tank platoon leader communication skills · VR 2017
Human-robot interaction
motor adaptation
0.312017
Motor adaptation in response to scaling and diminished feedback in virtual reality · VR 2017
Learning and educational technologies
simulation-based training
0.312017
Mixed reality training for tank platoon leader communication skills · VR 2017
Immersive interaction
locomotion
0.322012
A taxonomy for deploying redirection techniques in immersive virtual environments · VR 2012
Leveraging change blindness for redirection in virtual environments · VR 2011
Virtual and augmented reality › display
head-mounted display calibration
0.212014
The effect of eye position on the view of virtual geometry · VR 2014
Visualization and visual analytics › perception › visual perception
visual perception in virtual environments
0.212014
The effect of eye position on the view of virtual geometry · VR 2014
Immersive interaction
head-mounted display
0.222012
A design for a smartphone-based head mounted display · VR 2011
Immersive training games for smartphone-based head mounted displays · VR 2012
Visual content generation and editing
avatar generation
0.212013
Rapid generation of personalized avatars · VR 2013
Computer animation and physical simulation
rigging and skinning
0.212013
Rapid generation of personalized avatars · VR 2013
Geometric modeling and processing
surface reconstruction
0.212013
Rapid generation of personalized avatars · VR 2013
Visualization and visual analytics
video visualization
0.222008
Effects of Video Placement and Spatial Context Presentation on Path Reconstruction Tasks with Contextualized Videos · IEEE Trans. Vis. Comput. Graph. 2008
Contextualized Videos: Combining Videos with Environment Models to Support Situational Understanding · IEEE Trans. Vis. Comput. Graph. 2007
Virtual and augmented reality › locomotion techniques
impossible spaces
0.112012
Impossible Spaces: Maximizing Natural Walking in Virtual Environments with Self-Overlapping Architecture · IEEE Trans. Vis. Comput. Graph. 2012
Virtual and augmented reality › locomotion
redirected walking
0.112012
Impossible Spaces: Maximizing Natural Walking in Virtual Environments with Self-Overlapping Architecture · IEEE Trans. Vis. Comput. Graph. 2012
Games and playful interaction › serious games
game-based training
0.112012
Immersive training games for smartphone-based head mounted displays · VR 2012
Games and playful interaction
serious games
0.112012
Immersive training games for smartphone-based head mounted displays · VR 2012
Human-AI interaction
virtual agents
0.112012
Unobtrusive measurement of subtle nonverbal behaviors with the Microsoft Kinect · VR 2012
Immersive interaction
virtual reality training
0.112012
Immersive training games for smartphone-based head mounted displays · VR 2012
Interaction techniques and input › post-WIMP interaction › embodied interaction
full-body interaction
0.112011
FAAST: The Flexible Action and Articulated Skeleton Toolkit · VR 2011
Interaction techniques and input › sensor-based interaction
motion-based input
0.112011
FAAST: The Flexible Action and Articulated Skeleton Toolkit · VR 2011
Immersive interaction › locomotion
redirection in virtual reality
0.112011
Leveraging change blindness for redirection in virtual environments · VR 2011

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

user study · 1.8within-subject experiment · 0.8trolley dilemma · 0.8psychophysical experiment · 0.8usability evaluation · 0.6closed-loop neurofeedback · 0.6EEG · 0.6multi-touch sensing · 0.4depth sensing · 0.3raymarching volume visualization · 0.3near-field rendering · 0.3game engine · 0.3EMG · 0.3
YearPublicationVenuePosition
2019 Unifying Research to Address Motion Sickness
abstract
Be it discussed as cybersickness, immersive sickness, simulator sickness, or virtual reality sickness, the ill effects of visuo-vestibular mismatch in immersive environments are of great concern for the wider adoption of virtual reality and related technologies. In this position paper, we discuss a unified research approach that may address motion sickness and identify critical research topics.
Mark Dennison, David M. Krum
VR2
2019 Advancing Ethical Decision Making in Virtual Reality
abstract
Virtual reality (VR) has been widely utilized for training and education purposes because of pedagogical, safety, and economic benefits. The investigation of moral judgment is a particularly interesting VR application, related to training. For this study, we designed a within-subject experiment manipulating the role of study participants in a Trolley Dilemma scenario: either victim or driver. We conducted a pilot study with four participants and describe preliminary results and implications in this poster.
Sin-Hwa Kang, Jake Chanenson, Pranav Ghate, Peter Cowal, Madeleine Weaver, David M. Krum
VR6
2019 Orientation Perception in Real and Virtual Environments
abstract
Spatial perception in virtual environments has been a topic of intense research. Arguably, the majority of this work has focused on distance perception. However, orientation perception is also an important factor. In this paper, we systematically investigate allocentric orientation judgments in both real and virtual contexts over the course of four experiments. A pattern of sinusoidal judgment errors known to exist in 2D perspective displays is found to persist in immersive virtual environments. This pattern also manifests itself in a real world setting using two differing judgment methods. The findings suggest the presence of a radial anisotropy that persists across viewing contexts. Additionally, there is some evidence to suggest that observers have multiple strategies for processing orientations but further investigation is needed to fully describe this phenomenon. We also offer design suggestions for 3D user interfaces where users may perform orientation judgments.
J. Adam Jones, Jonathan E. Hopper, Mark T. Bolas, David M. Krum
IEEE Trans. Vis. Comput. Graph.4
2018 Socio-Cultural Effects of Virtual Counseling Interviewers as Mediated by Smartphone Video Conferencing
abstract
We explored how users perceive virtual characters that performed the role of a counseling interviewer, while presenting different levels of social class, as well as single or multi-tasking behavior. To investigate this subject, we designed a 2x2 experiment (tasking type and social class of the virtual counseling interviewer). In the experiment, participants experienced the counseling interview interactions over video conferencing on a smartphone. We measured user responses to and perceptions of the virtual human interviewer. The results demonstrate that the tasking types and social class of the virtual counselor affected user responses to and perceptions of the virtual counselor. The results offer insight into the design and development of effective, realistic, and believable virtual human counselors. Furthermore, the results also address current social questions about how smartphones might mediate social interactions, including human-agent interactions.
Sin-Hwa Kang, David M. Krum, Peter Khooshabeh, Thai Phan, Chien-Yen Chang
CASA2
2018 Influences on the Elicitation of Interpersonal Space with Virtual Humans
abstract
The emergence of low cost virtual and augmented reality systems has encouraged the development of immersive training applications for medical, military, and many other fields. Many of the training scenarios for these various fields may require the presentation of realistic interactions with virtual humans. It is thus vital to determine the critical factors of fidelity required in those interactions to elicit naturalistic behavior on the part of trainees. Negative training may occur if trainees are inadvertently influenced to react in ways that are unexpected and unnatural, hindering proper learning and transfer of skills and knowledge back into real world contexts. In this research, we examined whether haptic priming (presenting an illusion of virtual human touch at the beginning of the virtual experience) and different locomotion techniques (either joystick or physical walking) might affect proxemic behavior in human users. The results of our study suggest that locomotion techniques can alter proxemic behavior in significant ways. Haptic priming did not appear to impact proxemic behavior, but did increase rapport and other subjective social measures. The results suggest that designers and developers of immersive training systems should carefully consider the impact of even simple design and fidelity choices on trainee reactions in social interactions.
David M. Krum, Sin-Hwa Kang, Thai Phan
VR1
2017 NIVR: Neuro imaging in virtual reality
abstract
Visualization is a critical component of neuroimaging, and how to best view data that is naturally three dimensional is a long standing question in neuroscience. Many approaches, programs, and techniques have been developed specifically for neuroimaging. However, exploration of 3D information through a 2D screen is inherently limited. Many neuroscientific researchers hope that with the recent commercialization and popularization of VR, it can offer the next-step in data visualization and exploration. Neuro Imaging in Virtual Reality (NIVR), is a visualization suite that employs various immersive visualizations to represent neuroimaging information in VR. Some established techniques, such as raymarching volume visualization, are paired with newer techniques, such as near-field rendering, to provide a broad basis of how we can leverage VR to improve visualization and navigation of neuroimaging data. Several of the neuroscientific visualization approaches presented are, to our knowledge, the first of their kind. NIVR offers not only an exploration of neuroscientific data visualization, but also a tool to expose and educate the public regarding recent advancements in the field of neuroimaging. By providing an engaging experience to explore new techniques and discoveries in neuroimaging, we hope to spark scientific interest through a broad audience. Furthermore, neuroimaging offers deep and expansive datasets; a single scan can involve several gigabytes of information. Visualization and exploration of this type of information can be challenging, and real-time exploration of this information in VR even more so. NIVR explores pathways which make this possible, and offers preliminary stereo visualizations of these types of massive data.
Tyler Ard, David M. Krum, Thai Phan, Dominique Duncan, Ryan Essex, Mark T. Bolas, Arthur W. Toga
VR2
2017 Mixed reality training for tank platoon leader communication skills
abstract
Here we describe the design and usability evaluation of a mixed reality prototype to simulate the role of a tank platoon leader, who is an individual who not only is a tank commander, but also directs a platoon of three other tanks with their own respective tank commanders. The domain of tank commander training has relied on physical simulators of the actual Abrams tank and encapsulates the whole crew. The TALK-ON system we describe here focuses on training communication skills of the leader in a simulated tank crew. We report results from a usability evaluation and discuss how they will inform our future work for collective tank training.
Peter Khooshabeh, Igor Choromanski, Catherine Neubauer, David M. Krum, Ryan P. Spicer, Julia Campbell
VR4
2017 Motor adaptation in response to scaling and diminished feedback in virtual reality
abstract
As interaction techniques involving scaling of motor space in virtual reality are becoming more prevalent, it is important to understand how individuals adapt to such scalings and how they re-adapt back to non-scaled norms. This preliminary work examines how individuals, performing a targeted ball throwing task, adapted to addition and removal of a translational scaling of the ball's forward flight. This was examined under various conditions: flight of the ball shown with no delay, hidden flight of the ball with no delay, and hidden flight with a 2 second delay. Hiding the ball's flight, as well as the delay, created disruptions in the ability of the participants to perform the task and adapt to new scaling conditions.
David M. Krum, Thai Phan, Sin-Hwa Kang
VR1
2017 REINVENT: A low-cost, virtual reality brain-computer interface for severe stroke upper limb motor recovery
abstract
There are few effective treatments for rehabilitation of severe motor impairment after stroke. We developed a novel closed-loop neurofeedback system called REINVENT to promote motor recovery in this population. REINVENT (Rehabilitation Environment using the Integration of Neuromuscular-based Virtual Enhancements for Neural Training) harnesses recent advances in neuroscience, wearable sensors, and virtual technology and integrates low-cost electroencephalography (EEG) and electromyography (EMG) sensors with feedback in a head-mounted virtual reality display (VR) to provide neurofeedback when an individual's neuromuscular signals indicate movement attempt, even in the absence of actual movement. Here we describe the REINVENT prototype and provide evidence of the feasibility and safety of using REINVENT with older adults.
Ryan P. Spicer, Julia Anglin, David M. Krum, Sook-Lei Liew
VR3
2017 Social influence of humor in virtual human counselor's self-disclosure
abstract
Abstract We explored the social influence of humor in a virtual human counselor's self‐disclosure while also varying the ethnicity of the virtual counselor. In a 2 × 3 experiment (humor and ethnicity of the virtual human counselor), participants experienced counseling interview interactions via Skype on a smartphone. We measured user responses to and perceptions of the virtual human counselor. The results demonstrate that humor positively affects user responses to and perceptions of a virtual counselor. The results further suggest that matching styles of humor with a virtual counselor's ethnicity influences user responses and perceptions. The results offer insight into the effective design and development of realistic and believable virtual human counselors. Furthermore, they illuminate the potential use of humor to enhance self‐disclosure in human–agent interactions.
Sin-Hwa Kang, David M. Krum, Peter Khooshabeh, Thai Phan, Chien-Yen Chang, Ori Amir, Rebecca Lin
Comput. Animat. Virtual Worlds2
2017 Vertical Field-of-View Extension and Walking Characteristics in Head-Worn Virtual Environments
abstract
In this article, we detail a series of experiments that examines the effect of vertical field-of-view extension and the addition of non-specific peripheral visual stimulation on gait characteristics and distance judgments in a head-worn virtual environment. Specifically, we examined four field-of-view configurations: a common 60° diagonal field of view (48° × 40°), a 60° diagonal field of view with the addition of a luminous white frame in the far periphery, a field of view with an extended upper edge, and a field of view with an extended lower edge. We found that extension of the field of view, either with spatially congruent or spatially non-informative visuals, resulted in improved distance judgments and changes in observed posture. However, these effects were not equal across all field-of-view configurations, suggesting that some configurations may be more appropriate than others when balancing performance, cost, and ergonomics.
J. Adam Jones, David M. Krum, Mark T. Bolas
ACM Trans. Appl. Percept.2
2016 Head mounted projection for enhanced gaze in social interactions
abstract
Projected displays can present life-sized imagery of a virtual human character that can be seen by multiple observers. However, typical projected displays can only render that virtual human from a single viewpoint, regardless of whether head tracking is employed. This results in the virtual human being rendered from an incorrect perspective for most individuals. This could cause perceptual miscues, such as the “Mona Lisa” effect, causing the virtual human to appear as if it is simultaneously gazing and pointing at all observers regardless of their location. This may be detrimental to training scenarios in which all trainees must accurately assess where the virtual human is looking or pointing. We discuss our investigations into the presentation of eye gaze using REFLCT, a previously introduced head mounted projective display. REFLCT uses head tracked, head mounted projectors and retroreflective screens to present personalized, perspective correct imagery to multiple users without the occlusion of a traditional head mounted display. We examined how head mounted projection for enhanced presentation of eye gaze might facilitate or otherwise affect social interactions during a multi-person guessing game of “Twenty Questions”.
David M. Krum, Sin-Hwa Kang, Thai Phan, Lauren Cairco, Mark T. Bolas
VR1
2015 "Hi, It's Me Again!": Virtual Coaches over Mobile Video
abstract
We believe that virtual humans presented over video chat services, such as Skype via smartphones, can be an effective way to deliver innovative applications where social interactions are important, such as counseling and coaching. We hypothesize that the context of a smartphone communication channel, i.e. how a virtual human is presented within a smartphone app, and indeed, the nature of that app, can profoundly affect how a real human perceives the virtual human. We have built an apparatus that allows virtual humans to initiate, receive, and interact over video calls using Skype or any similar service. With this platform, we are examining effective designs and social implications of virtual humans that interact over mobile video. The current study examines a relationship involving repeated counseling-style interactions with a virtual human, leveraging the virtual human's ability to call and interact with a real human on multiple occasions over a period of time. The results and implications of this preliminary study suggest that repeated interactions may improve perceived social characteristics of the virtual human.
Sin-Hwa Kang, David M. Krum, Thai Phan, Mark T. Bolas
HAI2
2014 The effect of eye position on the view of virtual geometry
abstract
In this document we discuss a study that investigates the effect of eye position on the apparent location of imagery presented in an off-the-shelf head worn display. We test a range of reasonable eye positions that may result from person-to-person variations in display placement and interpupillary distances. It was observed that the pattern of geometric distortions introduced by the display's optical system changes substantially as the eye moves from one position to the next. These visual displacements can be on the order of several degrees and increase in magnitude towards the peripheral edges of the field of view. Though many systems calibrate for interpupillary distance and optical distortions separately, this may be insufficient as eye position influences distortion characteristics.
J. Adam Jones, David M. Krum, Mark T. Bolas
VR2
2014 Tablet-based interaction panels for immersive environments
abstract
With the current widespread interest in head mounted displays, we perceived a need for devices that support expressive and adaptive interaction in a low-cost, eyes-free manner. Leveraging rapid prototyping techniques for fabrication, we have designed and manufactured a variety of panels that can be overlaid on multi-touch tablets and smartphones. The panels are coupled with an app running on the multi-touch device that exchanges commands and state information over a wireless network with the virtual reality application. Sculpted features of the panels provide tactile disambiguation of control widgets and an onscreen heads-up display provides interaction state information. A variety of interaction mappings can be provided through software to support several classes of interaction techniques in virtual environments. We foresee additional uses for applications where eyes-free use and adaptable interaction interfaces can be beneficial.
David M. Krum, Thai Phan, Lauren Cairco, Mark T. Bolas
VR1
2014 A demonstration of tablet-based interaction panels for immersive environments
abstract
Our demo deals with the need in immersive virtual reality for devices that support expressive and adaptive interaction in a low-cost, eyes-free manner. Leveraging rapid prototyping techniques for fabrication, we have developed a variety of panels that can be overlaid on multi-touch tablets and smartphones. The panels are coupled with an app running on the multi-touch device that exchanges commands and state information over a wireless network with the virtual reality application. Sculpted features of the panels provide tactile disambiguation of control widgets and an onscreen heads-up display provides interaction state information. A variety of interaction mappings can be provided through software to support several classes of interaction techniques in virtual environments. We foresee additional uses for applications where eyes-free use and adaptable interaction interfaces can be beneficial.
David M. Krum, Thai Phan, Lauren Cairco, Mark T. Bolas
VR1
2013 Open virtual reality
abstract
The ICT Mixed Reality Lab is leveraging an open source philosophy to influence and disrupt industry. Projects spun out of the lab's efforts include the VR2GO smartphone based viewer, the inVerse tablet based viewer, the Socket HMD reference design, the Oculus Rift and the Project Holodeck gaming platforms, a repurposed FOV2GO design with Nokia Lumia phones for a 3D user interface course at Columbia University, and the EventLab's Socket based HMD at the University of Barcelona. A subset of these will be demonstrated. This open approach is providing low cost yet surprisingly compelling immersive experiences.
Mark T. Bolas, James Iliff, Perry Hoberman, Nathan Burba, Thai Phan, Ian McDowall, Palmer Luckey, David M. Krum
VR8
2013 Rapid generation of personalized avatars
abstract
Summary form only given. The ICT Mixed Reality Lab will demonstrate a pipeline for rapidly generating personalized avatars from multiple depth and RGB scans of a user with a consumer level sensor such as a Microsoft Kinect. Based on a fusion of state-of-the-art techniques in graphics, surface reconstruction, and animation, our semi-automatic method can produce a fully rigged, skinned, and textured character model suitable for real-time virtual environments in less than 15 minutes. First, a 3D point cloud is collected from the sensor using a simultaneous localization and mapping (SLAM) approach to track the device's movements over time (see Figure 1.a). Next, surface reconstruction techniques are employed to generate a watertight 3D mesh from the raw 3D points (see Figure 1.b). The resulting model is then analyzed to determine the human joint locations, and if a skeleton can be successfully generated for the model, the mesh is then rigged and skinned using weights that are calculated automatically [2]. Finally, photos captured periodically during the scanning process using the sensor's RGB camera are used to texture the final model. The resulting avatar is suitable for real-time animation using a virtual environment or video game engine (see Figure 1.c). We will demonstrate our avatar generation pipeline at IEEE Virtual Reality 2013. Conference attendees may opt to be scanned, and their generated avatar will be provided to them either on a USB stick or through email. A video of this demo can be found at the MxR Lab website [1].
Evan A. Suma, David M. Krum, Thai Phan, Mark T. Bolas
VR2
2013 Adapting user interfaces for gestural interaction with the flexible action and articulated skeleton toolkit
Evan A. Suma, David M. Krum, Belinda Lange, Sebastian Koenig, Albert A. Rizzo, Mark T. Bolas
Comput. Graph.2
2012 Comparability of narrow and wide field-of-view head-mounted displays for medium-field distance judgments
abstract
As wider field-of-view displays become more common, the question arises as to whether or not data collected on these displays are comparable to those collected with smaller field-of-view displays. This document describes a pilot study that aimed to address these concerns by comparing medium-field distance judgments in a 60° FOV display, a 150° FOV display, and a simulated 60° FOV within the 150° FOV display. The results indicate that participants performed similarly in both the actual and simulated 60° FOV displays. On average, participants in the 150° FOV display improved distance judgments by 13% over the 60° FOV displays.
J. Adam Jones, Evan A. Suma, David M. Krum, Mark T. Bolas
SAP3
2012 Spatial Misregistration of Virtual Human Audio: Implications of the Precedence Effect
David M. Krum, Evan A. Suma, Mark T. Bolas
IVA1
2012 Unobtrusive measurement of subtle nonverbal behaviors with the Microsoft Kinect
abstract
We describe two approaches for unobtrusively sensing subtle nonverbal behaviors using a consumer-level depth sensing camera. The first signal, respiratory rate, is estimated by measuring the visual expansion and contraction of the user's chest cavity during inhalation and exhalation. Additionally, we detect a specific type of fidgeting behavior, known as “leg jiggling,” by measuring high-frequency vertical oscillations of the user's knees. Both of these techniques rely on the combination of skeletal tracking information with raw depth readings from the sensor to identify the cyclical patterns in jittery, low-resolution data. Such subtle nonverbal signals may be useful for informing models of users' psychological states during communication with virtual human agents, thereby improving interactions that address important societal challenges in domains including education, training, and medicine.
Nathan Burba, Mark T. Bolas, David M. Krum, Evan A. Suma
VR3
2012 Immersive training games for smartphone-based head mounted displays
abstract
Thin computing clients, such as smartphones and tablets, have exhibited recent growth in display resolutions, processing power, and graphical rendering speeds. In this poster, we show how we leveraged these trends to create virtual reality (VR) training games which run entirely on a commodity mobile computing platform. This platform consists of a commercial off-the-shelf game engine, commodity smartphones, and mass produced optics. The games utilize the strengths of this platform to provide immersive features like 360 degree photo panoramas and interactive 3D virtual scenes. By sharing information about building such applications, we hope to enable others to develop new types of mobile VR applications. In particular, we feel this system is ideally suited for casual “pick up and use” VR applications for collaborative classroom learning, design reviews, and other multi-user immersive experiences.
Perry Hoberman, David M. Krum, Evan A. Suma, Mark T. Bolas
VR2
2012 Virtual reality to go: A USC ICT Mixed Reality Lab demonstration
abstract
Our demonstration will exhibit a number of low cost virtual reality systems built using smartphones, inexpensive optics, and game engine software. These systems will demonstrate how VR researchers and developers can leverage current trends in commodity hardware and software to bring virtual reality to a wider audience. This demonstration dovetails with the Workshop on Off-the-Shelf Virtual Reality (OTSVR), which we will also be organizing at the VR conference. The Mixed Reality Lab at the USC Institute for Creative Technologies works to advance the design and practice of mixed reality and virtual reality. The lab is particularly focused on the research and development of new technologies and techniques to enhance immersion and interaction for learning and training.
David M. Krum, Evan A. Suma, Mark T. Bolas
VR1
2012 A taxonomy for deploying redirection techniques in immersive virtual environments
abstract
Natural walking can provide a compelling experience in immersive virtual environments, but it remains an implementation challenge due to the physical space constraints imposed on the size of the virtual world. The use of redirection techniques is a promising approach that relaxes the space requirements of natural walking by manipulating the user's route in the virtual environment, causing the real world path to remain within the boundaries of the physical workspace. In this paper, we present and apply a novel taxonomy that separates redirection techniques according to their geometric flexibility versus the likelihood that they will be noticed by users. Additionally, we conducted a user study of three reorientation techniques, which confirmed that participants were less likely to experience a break in presence when reoriented using the techniques classified as subtle in our taxonomy. Our results also suggest that reorientation with change blindness illusions may give the impression of exploring a more expansive environment than continuous rotation techniques, but at the cost of negatively impacting spatial knowledge acquisition.
Evan A. Suma, Gerd Bruder, Frank Steinicke, David M. Krum, Mark T. Bolas
VR4
2012 Augmented reality using personal projection and retroreflection
David M. Krum, Evan A. Suma, Mark T. Bolas
Pers. Ubiquitous Comput.1
2012 Impossible Spaces: Maximizing Natural Walking in Virtual Environments with Self-Overlapping Architecture
abstract
Walking is only possible within immersive virtual environments that fit inside the boundaries of the user's physical workspace. To reduce the severity of the restrictions imposed by limited physical area, we introduce "impossible spaces," a new design mechanic for virtual environments that wish to maximize the size of the virtual environment that can be explored with natural locomotion. Such environments make use of self-overlapping architectural layouts, effectively compressing comparatively large interior environments into smaller physical areas. We conducted two formal user studies to explore the perception and experience of impossible spaces. In the first experiment, we showed that reasonably small virtual rooms may overlap by as much as 56% before users begin to detect that they are in an impossible space, and that the larger virtual rooms that expanded to maximally fill our available 9.14 m x 9.14 m workspace may overlap by up to 31%. Our results also demonstrate that users perceive distances to objects in adjacent overlapping rooms as if the overall space was uncompressed, even at overlap levels that were overtly noticeable. In our second experiment, we combined several well-known redirection techniques to string together a chain of impossible spaces in an expansive outdoor scene. We then conducted an exploratory analysis of users' verbal feedback during exploration, which indicated that impossible spaces provide an even more powerful illusion when users are naive to the manipulation.
Evan A. Suma, Zachary Lipps, Samantha L. Finkelstein, David M. Krum, Mark T. Bolas
IEEE Trans. Vis. Comput. Graph.4
2011 A design for a smartphone-based head mounted display
abstract
Thin computing clients, such as smartphones and tablets, have experienced recent growth in display resolutions and graphics processing power. In this poster, we show how to leverage these trends to create an experimental wide field of view, 3D stereoscopic head mounted display (HMD), based on two high resolution smart-phones. This HMD prototype is unique in that the graphics system is entirely onboard, allowing it to be lightweight, wireless, and convenient to use.
J. Logan Olson, David M. Krum, Evan A. Suma, Mark T. Bolas
VR2
2011 Leveraging change blindness for redirection in virtual environments
abstract
We present change blindness redirection, a novel technique for allowing the user to walk through an immersive virtual environment that is considerably larger than the available physical workspace. In contrast to previous redirection techniques, this approach, based on a dynamic environment model, does not introduce any visual-vestibular conflicts from manipulating the mapping between physical and virtual motions, nor does it require breaking presence to stop and explicitly reorient the user. We conducted two user studies to evaluate the effectiveness of the change blindness illusion when exploring a virtual environment that was an order of magnitude larger than the physical walking space. Despite the dynamically changing environment, participants were able to draw coherent sketch maps of the environment structure, and pointing task results indicated that they were able to maintain their spatial orientation within the virtual world. Only one out of 77 participants across both both studies definitively noticed that a scene change had occurred, suggesting that change blindness redirection provides a remarkably compelling illusion. Secondary findings revealed that a wide field-of-view increases pointing accuracy and that experienced gamers reported greater sense of presence than those with little or no experience with 3D video games.
Evan A. Suma, Seth Clark, David M. Krum, Samantha L. Finkelstein, Mark T. Bolas, Zachary Wartell
VR3
2011 FAAST: The Flexible Action and Articulated Skeleton Toolkit
abstract
The Flexible Action and Articulated Skeleton Toolkit (FAAST) is middleware to facilitate integration of full-body control with virtual reality applications and video games using OpenNI-compliant depth sensors (currently the PrimeSensor and the Microsoft Kinect). FAAST incorporates a VRPN server for streaming the user's skeleton joints over a network, which provides a convenient interface for custom virtual reality applications and games. This body pose information can be used for goals such as realistically puppeting a virtual avatar or controlling an on-screen mouse cursor. Additionally, the toolkit also provides a configurable input emulator that detects human actions and binds them to virtual mouse and keyboard commands, which are sent to the actively selected window. Thus, FAAST can enable natural interaction for existing off-the-shelf video games that were not explicitly developed to support input from motion sensors. The actions and input bindings are configurable at run-time, allowing the user to customize the controls and sensitivity to adjust for individual body types and preferences. In the future, we plan to substantially expand FAAST's action lexicon, provide support for recording and training custom gestures, and incorporate real-time head tracking using computer vision techniques.
Evan A. Suma, Belinda Lange, Albert A. Rizzo, David M. Krum, Mark T. Bolas
VR4
2010 Simulating hearing loss in virtual training
abstract
Audio systems for virtual reality and augmented reality training environments commonly focus on high-quality audio reproduction. Yet many trainees may face real-world situations where hearing is compromised. In these cases, the hindrance caused by impaired or lost hearing is a significant stressor that may affect performance. Because this phenomenon is hard to simulate without actually causing hearing damage, trainees are largely unpracticed at operating with diminished hearing. To improve the match between training scenarios and the real-world situation, this effort aims to add simulated hearing loss or impairment as a training variable. Stated briefly, the goal is to effect everything users hear - including non-simulated sounds such as their own and each other's voices - without damaging their hearing, being overtly noticeable, or requiring the donning of headphones.
Amy Sadek, David M. Krum, Mark T. Bolas
VR2
2008 Effects of Video Placement and Spatial Context Presentation on Path Reconstruction Tasks with Contextualized Videos
abstract
Many interesting and promising prototypes for visualizing video data have been proposed, including those that combine videos with their spatial context (contextualized videos). However, relatively little work has investigated the fundamental design factors behind these prototypes in order to provide general design guidance. Focusing on real-time video data visualization, we evaluated two important design factors--video placement method and spatial context presentation method--through a user study. In addition, we evaluated the effect of spatial knowledge of the environment. Participants' performance was measured through path reconstruction tasks, where the participants followed a target through simulated surveillance videos and marked the target paths on the environment model. We found that embedding videos inside the model enabled realtime strategies and led to faster performance. With the help of contextualized videos, participants not familiar with the real environment achieved similar task performance to participants that worked in that environment. We discuss design implications and provide general design recommendations for traffic and security surveillance system interfaces.
Doug A. Bowman, David M. Krum, Enylton Machado Coelho, Tonya L. Smith-Jackson, David Bailey, Sarah Peck, Swethan Anand, Trevor Kennedy, Yernar Abdrazakov
IEEE Trans. Vis. Comput. Graph.3
2007 Contextualized Videos: Combining Videos with Environment Models to Support Situational Understanding
abstract
Multiple spatially-related videos are increasingly used in security, communication, and other applications. Since it can be difficult to understand the spatial relationships between multiple videos in complex environments (e.g. to predict a person's path through a building), some visualization techniques, such as video texture projection, have been used to aid spatial understanding. In this paper, we identify and begin to characterize an overall class of visualization techniques that combine video with 3D spatial context. This set of techniques, which we call contextualized videos, forms a design palette which must be well understood so that designers can select and use appropriate techniques that address the requirements of particular spatial video tasks. In this paper, we first identify user tasks in video surveillance that are likely to benefit from contextualized videos and discuss the video, model, and navigation related dimensions of the contextualized video design space. We then describe our contextualized video testbed which allows us to explore this design space and compose various video visualizations for evaluation. Finally, we describe the results of our process to identify promising design patterns through user selection of visualization features from the design space, followed by user interviews.
David M. Krum, Enylton Machado Coelho, Doug A. Bowman
IEEE Trans. Vis. Comput. Graph.2
2002 Evaluation of a Multimodal Interface for 3D Terrain Visualization
abstract
Novel speech and/or gesture interfaces are candidates for use in future mobile or ubiquitous applications. This paper describes an evaluation of various interfaces for visual navigation of a whole Earth 3D terrain model. A mouse driven interface, a speech interface, a gesture interface, and a multimodal speech and gesture interface were used to navigate to targets placed at various points on the Earth. This study measured each participant's recall of target identity, order, and location as a measure of cognitive load. Timing information as well as a variety of subjective measures including discomfort and user preference were taken. While the familiar and mature mouse interface scored best by most measures, the speech interface also performed well. The gesture and multimodal interface suffered from weaknesses in the gesture modality. Weaknesses in the speech and multimodal modalities are identified and areas for improvement are discussed.
David M. Krum, Olugbenga Omoteso, William Ribarsky, Thad Starner, Larry F. Hodges
IEEE Visualization1
2001 Simulator Sickness and Presence in a High FOV Virtual Environment
abstract
As part of a process to identify potential simulator sickness issues with our NAVE (Non-expensive Automatic Virtual Environment), a new virtual environment display system developed at Georgia Tech, we have conducted a study to address the experience of simulator sickness and presence under different display and user role configurations. The NAVE has three 8 feet by 6 feet screens. The two side screens are positioned at 120 degree angles to the central screen to give a three-sided display area that is sixteen feet wide and approximately seven feet deep. This allows for two different field of view configurations, a one-screen set-up that provides a 60 degree FOV, and a three-screen set-up that provides a 180 degree FOV. Users are seated in front of the center screen and navigate with a joystick. The virtual environment used in this study could be displayed in the NAVE stereo-visually or in mono, providing us with a second experimental factor, display fidelity. Lastly, we were interested in determining whether or not the user's role in the environment would affect their experience of simulator sickness and presence as suggested by Stanney and Kennedy (1997). This provided us with our third factor user role, with its two levels, driver and passenger.
A. Fleming Seay, David M. Krum, Larry F. Hodges, William Ribarsky
VR2
2001 Situational visualization
abstract
In this paper, we introduce a new style of visualization called Situational Visualization, in which the user of a robust, mobile visualization system uses mobile computing resources to enhance the experience and understanding of the surrounding world. Additionally, a Situational Visualization system allows the user to add to the visualization and any underlying simulation by inputting the user's observations of the phenomena of interest, thus improving the quality of visualization for the user and for any other users that may be connected to the same database. Situational Visualization allows many users to collaborate on a common set of data with real-time acquisition and insertion of data. In this paper, we present a Situational Visualization system we are developing called Mobile VGIS, and present two sample applications of Situational Visualization
David M. Krum, William Ribarsky, Chris Shaw 0002, Larry F. Hodges, Nickolas Faust
VRST1
2000 The Perceptive Workbench: Toward Spontaneous and Natural Interaction in Semi-immersive Virtual Environments
abstract
The Perceptive Workbench enables a spontaneous, natural and unimpeded interface between the physical and virtual worlds. It uses vision-based methods for interaction that eliminate the need for wired input devices and wired tracking. Objects are recognized and tracked when placed on the display surface. Through the use of multiple light sources, the object's 3D shape can be captured and inserted into the virtual interface. This ability permits spontaneity since either preloaded objects or those objects selected on-the-spot by the user can become physical icons. Integrated into the same vision-based interface is the ability to identify 3D hand position, pointing direction and sweeping arm gestures. Such gestures can enhance selection, manipulation and navigation tasks. In this paper, the Perceptive Workbench is used for augmented reality gaming and terrain navigation applications, which demonstrate the utility and capability of the interface.
Bastian Leibe, Thad Starner, William Ribarsky, Zachary Wartell, David M. Krum, Brad Singletary, Larry F. Hodges
VR5