Alex Perdomo

dblp:139/0201 · DBLP profile ↗
← Back
2ranked-venue papers
0as first author
0since 2021 · last 2015
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 2

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
2 papers
Immersive interaction · 64% Health and well-being technologies · 36%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 57% Visualization and visual analytics · 43%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies › rehabilitation technology › rehabilitation robotics
gait rehabilitation
0.212015
Applying latency to half of a self-avatar's body to change real walking patterns · VR 2015
Virtual and augmented reality › avatar
self-avatar
0.112015
Applying latency to half of a self-avatar's body to change real walking patterns · VR 2015
Visualization and visual analytics
visual clutter
0.012013
Consider your clutter: Perception of virtual object motion in AR · ISMAR 2013

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

user study · 0.4latency manipulation · 0.4gait analysis · 0.4human-subject experiment · 0.3
YearPublicationVenuePosition
2015 Applying latency to half of a self-avatar's body to change real walking patterns
abstract
Latency (i.e., time delay) in a Virtual Environment is known to disrupt user performance, presence and induce simulator sickness. However, can we utilize the effects caused by experiencing latency to benefit virtual rehabilitation technologies? We investigate this question by conducting an experiment that is aimed at altering gait by introducing latency applied to one side of a self-avatar with a front-facing mirror. This work was motivated by previous findings where participants altered their gait with increasing latency, even when participants failed to notice considerably high latencies as 150ms or 225ms. In this paper, we present the results of a study that applies this novel technique to average healthy persons (i.e., to demonstrate the feasibility of the approach before applying it to persons with disabilities). The results indicate a tendency to create asymmetric gait in persons with symmetric gait when latency is applied to one side of their self-avatar. Thus, the study shows the potential of applying one-sided latency in a self-avatar, which could be used to develop asymmetric gait rehabilitation techniques.
Gayani Samaraweera, Alex Perdomo, John Quarles
VR2
2013 Consider your clutter: Perception of virtual object motion in AR
abstract
Background motion and visual clutter are present in almost all augmented reality applications. However, there is minimal prior work that has investigated the effects that background motion and clutter (e.g., a busy city street) can have on the perception of virtual object motion in augmented reality. To investigate these issues, we conducted an experiment in which participants' perceptions of changes in overlaid virtual object velocity were evaluated on a black background and a high clutter/motion background. Results offer insights into the impact that background clutter and motion has on perception in augmented reality.
Vicente Ferrer, Alex Perdomo, John Quarles
ISMAR3