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Carmine Elvezio

dblp:139/3652 · DBLP profile ↗
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14ranked-venue papers
3as first author
3since 2021 · last 2024
0000-0001-6735-5971ORCID · verified

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

Human-computer interaction and ubiquitous computing · 10 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 9 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 1Systems, architecture and hardware · 1Applied, interdisciplinary, general and emerging 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
9 papers
Virtual and augmented reality · 77% Visualization and visual analytics · 16% Visual content generation and editing · 7%
Human-computer interaction and pervasive computing
9 papers
Interaction techniques and input · 31% Immersive interaction · 23% Accessibility and assistive technology · 19%
Artificial intelligence
1 paper
Robot navigation and mapping · 100%
Software engineering, system software, and programming languages
1 paper
Requirements engineering and software design · 100%

Topics — the 25 heaviest of 28, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
hands-free interaction
0.722019
Manipulating 3D Anatomic Models in Augmented Reality: Comparing a Hands-Free Approach and a Manual Approach · ISMAR 2019
Hands-Free Interaction for Augmented Reality in Vascular Interventions · VR 2018
Virtual and augmented reality
immersive interaction
0.622019
Manipulating 3D Anatomic Models in Augmented Reality: Comparing a Hands-Free Approach and a Manual Approach · ISMAR 2019
Virtual Replicas for Remote Assistance in Virtual and Augmented Reality · UIST 2015
Visualization and visual analytics
interaction techniques
0.512021
Using Multi-Level Precueing to Improve Performance in Path-Following Tasks in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2021
Immersive interaction › augmented reality
augmented reality simulation
0.412020
CatARact: Simulating Cataracts in Augmented Reality · ISMAR 2020
Accessibility and assistive technology
vision impairment simulation
0.412020
CatARact: Simulating Cataracts in Augmented Reality · ISMAR 2020
Robotics › Robot navigation and mapping
SLAM
0.412019
A Hybrid RTK GNSS and SLAM Outdoor Augmented Reality System · VR 2019
Visual content generation and editing › 3d content editing
3d object manipulation
0.412019
Manipulating 3D Anatomic Models in Augmented Reality: Comparing a Hands-Free Approach and a Manual Approach · ISMAR 2019
Virtual and augmented reality › augmented reality › mobile augmented reality
outdoor augmented reality
0.412019
A Hybrid RTK GNSS and SLAM Outdoor Augmented Reality System · VR 2019
Interaction techniques and input › input device
head-based interaction
0.412019
Manipulating 3D Anatomic Models in Augmented Reality: Comparing a Hands-Free Approach and a Manual Approach · ISMAR 2019
Virtual and augmented reality
augmented reality
0.322019
Interactive Visualizations for Monoscopic Eyewear to Assist in Manually Orienting Objects in 3D · ISMAR 2015
Manipulating 3D Anatomic Models in Augmented Reality: Comparing a Hands-Free Approach and a Manual Approach · ISMAR 2019
Requirements engineering and software design
software architecture
0.312018
Mercury: A Messaging Framework for Modular UI Components · CHI 2018
Virtual and augmented reality › immersive interaction › 3d interaction
locomotion in virtual environments
0.312017
Travel in large-scale head-worn VR: Pre-oriented teleportation with WIMs and previews · VR 2017
Virtual and augmented reality › locomotion
teleportation
0.312017
Travel in large-scale head-worn VR: Pre-oriented teleportation with WIMs and previews · VR 2017
Immersive interaction › 3d user interface
world-in-miniature
0.312017
Travel in large-scale head-worn VR: Pre-oriented teleportation with WIMs and previews · VR 2017
Haptics and multimodal interaction › haptic feedback
force feedback
0.212024
Visuo-Haptic VR and AR Guidance for Dental Nerve Block Education · IEEE Trans. Vis. Comput. Graph. 2024
Learning and educational technologies
simulation-based training
0.212024
Visuo-Haptic VR and AR Guidance for Dental Nerve Block Education · IEEE Trans. Vis. Comput. Graph. 2024
Visualization and visual analytics › perception
visual cues
0.112021
Using Multi-Level Precueing to Improve Performance in Path-Following Tasks in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2021
Visualization and visual analytics
visualization design
0.112021
Using Multi-Level Precueing to Improve Performance in Path-Following Tasks in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2021
Accessibility and assistive technology
inclusive design
0.112020
CatARact: Simulating Cataracts in Augmented Reality · ISMAR 2020
Virtual and augmented reality › augmented reality › medical augmented reality
surgical augmented reality
0.112019
Manipulating 3D Anatomic Models in Augmented Reality: Comparing a Hands-Free Approach and a Manual Approach · ISMAR 2019
Accessibility and assistive technology
visual impairment
0.112019
ICthroughVR: Illuminating Cataracts through Virtual Reality · VR 2019
Immersive interaction
augmented reality
0.112018
Hands-Free Interaction for Augmented Reality in Vascular Interventions · VR 2018
Games and playful interaction
game development
0.112018
Mercury: A Messaging Framework for Modular UI Components · CHI 2018
Virtual and augmented reality › immersive display
head-mounted display
0.112017
Travel in large-scale head-worn VR: Pre-oriented teleportation with WIMs and previews · VR 2017
Collaborative and social computing
remote collaboration
0.112015
Virtual Replicas for Remote Assistance in Virtual and Augmented Reality · UIST 2015

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

user study · 2.9sensor fusion · 1.1map registration · 1.1within-subject user study · 0.8voice commands · 0.8gaze-dependent rendering · 0.8eye tracking · 0.8pilot study · 0.4zero-order control · 0.3voice input · 0.3messaging protocol · 0.3head tracking · 0.3first-order control · 0.3entity-component-system pattern · 0.36dof tracking · 0.3interactive visualization · 0.2parafrustum geometric construct · 0.2
YearPublicationVenuePosition
2024 Visuo-Haptic VR and AR Guidance for Dental Nerve Block Education
abstract
The inferior alveolar nerve block (IANB) is a dental anesthetic injection that is critical to the performance of many dental procedures. Dental students typically learn to administer an IANB through videos and practice on silicone molds and, in many dental schools, on other students. This causes significant stress for both the students and their early patients. To reduce discomfort and improve clinical outcomes, we created an anatomically informed virtual reality headset-based educational system for the IANB. It combines a layered 3D anatomical model, dynamic visual guidance for syringe position and orientation, and active force feedback to emulate syringe interaction with tissue. A companion mobile augmented reality application allows students to step through a visualization of the procedure on a phone or tablet. We conducted a user study to determine the advantages of preclinical training with our IANB simulator. We found that in comparison to dental students who were exposed only to traditional supplementary study materials, dental students who used our IANB simulator were more confident administering their first clinical injections, had less need for syringe readjustments, and had greater success in numbing patients.
Sara Samuel, Carmine Elvezio, Salaar Khan, Laureen Zubiaurre Bitzer, Letty Moss-Salentijn, Steven K. Feiner
IEEE Trans. Vis. Comput. Graph.2
2023 Augmented Reality and Virtual Reality for Ice-Sheet Data Analysis
abstract
Three-dimensional geospatial thinking is an important skillset used by earth scientists and students to analyze and interpret data [1]. This method of inquiry is useful in glaciology, where traditional geophysical survey techniques have been adapted to map three-dimensional (3D) ice sheet structures and inform studies of ice flow, mass change, and history in both Greenland and Antarctica. Ice-penetrating radar images the ice in two-dimensional (2D) cross-sections from the surface to the base. Analysis of this data often requires visual inspection and 3D interpretation, but is hindered by data visualization tools and techniques that rarely transcend the two-dimensionality of the computer screen [2]. Recent advances in Augmented Reality (AR) and Virtual Reality (VR), together referred to as Extended Reality (XR), offer a glimpse into the future of 3D ice-sheet data analysis [3]. These technologies offer users an immersive experience where 3D geospatial datasets can be understood more immediately than with 2D maps, and gestural user interfaces can enhance understanding. Here we present Pol-XR, an XR application that supports both visualization and interpretation of ice-penetrating radar in Antarctica and Greenland.
Alexandra Boghosian, S. Isabel Cordero, Carmine Elvezio, Sofia Sanchez-Zarate, Ben Yang, Shengyue Guo, Qazi Ashikin, Joel Salzman, Kirsty Tinto, Steven K. Feiner, Robin Bell
IGARSS3
2021 Using Multi-Level Precueing to Improve Performance in Path-Following Tasks in Virtual Reality
abstract
Work on VR and AR task interaction and visualization paradigms has typically focused on providing information about the current step (a cue) immediately before or during its performance. Some research has also shown benefits to simultaneously providing information about the next step (a precue). We explore whether it would be possible to improve efficiency by precueing information about multiple upcoming steps before completing the current step. To accomplish this, we developed a remote VR user study comparing task completion time and subjective metrics for different levels and styles of precueing in a path-following task. Our visualizations vary the precueing level (number of steps precued in advance) and style (whether the path to a target is communicated through a line to the target, and whether the place of a target is communicated through graphics at the target). Participants in our study performed best when given two to three precues for visualizations using lines to show the path to targets. However, performance degraded when four precues were used. On the other hand, participants performed best with only one precue for visualizations without lines, showing only the places of targets, and performance degraded when a second precue was given. In addition, participants performed better using visualizations with lines than ones without lines.
Jen-Shuo Liu, Carmine Elvezio, Barbara Tversky, Steven K. Feiner
IEEE Trans. Vis. Comput. Graph.2
2020 CatARact: Simulating Cataracts in Augmented Reality
abstract
For our society to be more inclusive and accessible, the more than 2.2 billion people worldwide with limited vision should be considered more frequently in design decisions, such as architectural planning. To help architects in evaluating their designs and give medical personnel some insight on how patients experience cataracts, we worked with ophthalmologists to develop the first medically-informed, pilot-studied simulation of cataracts in eye-tracked augmented reality (AR). To test our methodology and simulation, we conducted a pilot study with cataract patients between surgeries of their two cataract-affected eyes. Participants compared the vision of their corrected eye, viewing through simulated cataracts, to that of their still affected eye, viewing an unmodified AR view. In addition, we conducted remote experiments via video call, live adjusting our simulation and comparing it to related work, with participants who had cataract surgery a few months before. We present our findings and insights from these experiments and outline avenues for future work.
Katharina Krösl, Carmine Elvezio, Laura Rosalia Luidolt, Matthias Hürbe, Sonja Karst, Steven K. Feiner, Michael Wimmer 0001
ISMAR2
2019 Manipulating 3D Anatomic Models in Augmented Reality: Comparing a Hands-Free Approach and a Manual Approach
abstract
Many AR and VR task domains involve manipulating virtual objects; for example, to perform 3D geometric transformations. These operations are typically accomplished with tracked hands or hand-held controllers. However, there are some activities in which the user's hands are already busy with another task, requiring the user to temporarily stop what they are doing to perform the second task, while also taking time to disengage and reengage with the original task (e.g., putting down and picking up tools). To avoid the need to overload the user's hands this way in an AR system for guiding a physician performing a surgical procedure, we developed a hands-free approach to performing 3D transformations on patient-specific virtual organ models. Our approach uses small head motions to accomplish first-order and zero-order control, in conjunction with voice commands to establish the type of transformation. To show the effectiveness of this approach for translating, scaling, and rotating 3D virtual models, we conducted a within-subject study comparing the hands-free approach with one based on conventional manual techniques, both running on a Microsoft HoloLens and using the same voice commands to specify transformation type. Independent of any additional time to transition between tasks, users were significantly faster overall using the hands-free approach, significantly faster for hands-free translation and scaling, and faster (although not significantly) for hands-free rotation.
Shirin Sadri, Shalva Kohen, Carmine Elvezio, Shawn Sun, Alon Grinshpoon, Gabrielle J. Loeb, Naomi Basu, Steven K. Feiner
ISMAR3
2019 ICthroughVR: Illuminating Cataracts through Virtual Reality
abstract
Vision impairments, such as cataracts, affect the way many people interact with their environment, yet are rarely considered by architects and lighting designers because of a lack of design tools. To address this, we present a method to simulate vision impairments, in particular cataracts, graphically in virtual reality (VR), using eye tracking for gaze-dependent effects. We also conduct a VR user study to investigate the effects of lighting on visual perception for users with cataracts. In contrast to existing approaches, which mostly provide only simplified simulations and are primarily targeted at educational or demonstrative purposes, we account for the user's vision and the hardware constraints of the VR headset. This makes it possible to calibrate our cataract simulation to the same level of degraded vision for all participants. Our study results show that we are able to calibrate the vision of all our participants to a similar level of impairment, that maximum recognition distances for escape route signs with simulated cataracts are significantly smaller than without, and that luminaires visible in the field of view are perceived as especially disturbing due to the glare effects they create. In addition, the results show that our realistic simulation increases the understanding of how people with cataracts see and could therefore also be informative for health care personnel or relatives of cataract patients.
Katharina Krösl, Carmine Elvezio, Michael Wimmer 0001, Matthias Hürbe, Steven K. Feiner, Sonja Karst
VR2
2019 A Hybrid RTK GNSS and SLAM Outdoor Augmented Reality System
abstract
In the real world, we are surrounded by potentially important data. For example, military personnel and first responders may need to understand the layout of an environment, including the locations of designated assets, specified in latitude and longitude. However, many augmented reality (AR) systems cannot associate absolute geographic coordinates with the coordinate system in which they track. We describe a simple approach for developing a wide-area outdoor wearable AR system that uses RTK GNSS position tracking to align together and georegister multiple smaller maps from an existing SLAM tracking system.
Frank Fong Ling, Carmine Elvezio, Jacob Bullock, Steven J. Henderson, Steven K. Feiner
VR2
2018 Mercury: A Messaging Framework for Modular UI Components
abstract
In recent years, the entity--component--system pattern has become a fundamental feature of the software architectures of game-development environments such as Unity and Unreal, which are used extensively in developing 3D user interfaces. In these systems, UI components typically respond to events, requiring programmers to write application-specific callback functions. In some cases, components are organized in a hierarchy that is used to propagate events among vertically connected components. When components need to communicate horizontally, programmers must connect those components manually and register/unregister events as needed. Moreover, events and callback signatures may be incompatible, making modular UIs cumbersome to build and share within or across applications. To address these problems, we introduce a messaging framework, Mercury, to facilitate communication among components. We provide an overview of Mercury, outline its underlying protocol and how it propagates messages to responders using relay nodes, describe a reference implementation in Unity, and present example systems built using Mercury to explain its advantages.
Carmine Elvezio, Mengu Sukan, Steven K. Feiner
CHI1
2018 Hands-Free Interaction for Augmented Reality in Vascular Interventions
abstract
Vascular interventions are minimally invasive surgical procedures in which a physician navigates a catheter through a patient's vasculature to a desired destination in the patient's body. Since perception of relevant patient anatomy is limited in procedures of this sort, virtual reality and augmented reality systems have been developed to assist in 3D navigation. These systems often require user interaction, yet both of the physician's hands may already be busy performing the procedure. To address this need, we demonstrate hands-free interaction techniques that use voice and head tracking to allow the physician to interact with 3D virtual content on a head-worn display while making both hands available intraoperatively. Our approach supports rotation and scaling of 3D anatomical models that appear to reside in the surrounding environment through small head rotations using first-order control, and rigid body transformation of those models using zero-order control. This allows the physician to easily manipulate a model while it stays close to the center of their field of view.
Alon Grinshpoon, Shirin Sadri, Gabrielle J. Loeb, Carmine Elvezio, Steven K. Feiner
VR4
2017 Travel in large-scale head-worn VR: Pre-oriented teleportation with WIMs and previews
abstract
We demonstrate an interaction technique that allows a user to point at a world-in-miniature representation of a city-scale virtual environment and perform efficient and precise teleportation by pre-orienting an avatar. A preview of the post-teleport view of the full-scale virtual environment updates interactively as the user adjusts the position, yaw, and pitch of the avatar's head with a pair of 6DoF-tracked controllers. We describe design decisions and contrast with alternative approaches to virtual travel.
Carmine Elvezio, Mengu Sukan, Steven K. Feiner, Barbara Tversky
VR1
2015 Interactive Visualizations for Monoscopic Eyewear to Assist in Manually Orienting Objects in 3D
abstract
Assembly or repair tasks often require objects to be held in specific orientations to view or fit together. Research has addressed the use of AR to assist in these tasks, delivered as registered overlaid graphics on stereoscopic head-worn displays. In contrast, we are interested in using monoscopic head-worn displays, such as Google Glass. To accommodate their small monoscopic field of view, off center from the user's line of sight, we are exploring alternatives to registered overlays. We describe four interactive rotation guidance visualizations for tracked objects intended for these displays.
Carmine Elvezio, Mengu Sukan, Steven K. Feiner, Barbara Tversky
ISMAR1
2015 Virtual Replicas for Remote Assistance in Virtual and Augmented Reality
abstract
In many complex tasks, a remote subject-matter expert may need to assist a local user to guide actions on objects in the local user's environment. However, effective spatial referencing and action demonstration in a remote physical environment can be challenging. We introduce two approaches that use Virtual Reality (VR) or Augmented Reality (AR) for the remote expert, and AR for the local user, each wearing a stereo head-worn display. Both approaches allow the expert to create and manipulate virtual replicas of physical objects in the local environment to refer to parts of those physical objects and to indicate actions on them. This can be especially useful for parts that are occluded or difficult to access. In one approach, the expert points in 3D to portions of virtual replicas to annotate them. In another approach, the expert demonstrates actions in 3D by manipulating virtual replicas, supported by constraints and annotations. We performed a user study of a 6DOF alignment task, a key operation in many physical task domains, comparing both approaches to an approach in which the expert uses a 2D tablet-based drawing system similar to ones developed for prior work on remote assistance. The study showed the 3D demonstration approach to be faster than the others. In addition, the 3D pointing approach was faster than the 2D tablet in the case of a highly trained expert.
Ohan Oda, Carmine Elvezio, Mengu Sukan, Steven K. Feiner, Barbara Tversky
UIST2
2014 ParaFrustum: visualization techniques for guiding a user to a constrained set of viewing positions and orientations
abstract
Many tasks in real or virtual environments require users to view a target object or location from one of a set of strategic viewpoints to see it in context, avoid occlusions, or view it at an appropriate angle or distance. We introduce ParaFrustum, a geometric construct that represents this set of strategic viewpoints and viewing directions. ParaFrustum is inspired by the look-from and look-at points of a computer graphics camera specification, which precisely delineate a location for the camera and a direction in which it looks. We generalize this approach by defining a ParaFrustum in terms of a look-from volume and a look-at volume, which establish constraints on a range of acceptable locations for the user's eyes and a range of acceptable angles in which the user's head can be oriented. Providing tolerance in the allowable viewing positions and directions avoids burdening the user with the need to assume a tightly constrained 6DoF pose when it is not required by the task. We describe two visualization techniques for virtual or augmented reality that guide a user to assume one of the poses defined by a ParaFrustum, and present the results of a user study measuring the performance of these techniques. The study shows that the constraints of a tightly constrained ParaFrustum (e.g., approximating a conventional camera frustum) require significantly more time to satisfy than those of a loosely constrained one. The study also reveals interesting differences in participant trajectories in response to the two techniques.
Mengu Sukan, Carmine Elvezio, Ohan Oda, Steven K. Feiner, Barbara Tversky
UIST2
2013 A user interface for assistive grasping
abstract
There has been considerable interest in producing grasping platforms using non-invasive, low bandwidth brain computer interfaces(BCIs). Most of this work focuses on low level control of simple hands. Using complex hands improves the versatility of a grasping platform at the cost of increasing its complexity. In order to control more complex hands with these low bandwidth signals, we need to use higher level abstractions. Here, we present a user interface which allows the user to combine the speed and convenience of offline preplanned grasps with the versatility of an online planner. This system incorporates a database of pre-planned grasps with the ability to refine these grasps using an online planner designed for arbitrarily complex hands. Only four commands are necessary to control the entire grasping pipeline, allowing us to use a low cost, noninvasive commercial BCI device to produce robust grasps that reflect user intent. We demonstrate the efficacy of this system with results from five subjects and present results using this system to grasp unknown objects.
Jonathan Weisz, Carmine Elvezio, Peter K. Allen
IROS2