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Jose L. Dorado

dblp:144/4974 · also José L. Dorado · DBLP profile ↗
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3ranked-venue papers
2as first author
0since 2021 · last 2019
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 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.

Computer graphics and multimedia
3 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
2 papers
Collaborative and social computing · 74% Immersive interaction · 26%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Distributed systems · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › navigation
3d navigation
0.822019
Homing by triangle completion in consumer-oriented virtual reality environments · VR 2019
Perceived Space and Spatial Performance during Path-Integration Tasks in Consumer-Oriented Virtual Reality Environments · VR 2019
Virtual and augmented reality › virtual reality
consumer-oriented virtual reality
0.522019
Perceived Space and Spatial Performance during Path-Integration Tasks in Consumer-Oriented Virtual Reality Environments · VR 2019
Homing by triangle completion in consumer-oriented virtual reality environments · VR 2019
Virtual and augmented reality
mixed reality
0.312018
Heterogeneous, Distributed Mixed Reality Applications. A Concept · VR 2018
Collaborative and social computing
collaborative virtual environments
0.312018
Heterogeneous, Distributed Mixed Reality Applications. A Concept · VR 2018
Immersive interaction
locomotion
0.112019
Perceived Space and Spatial Performance during Path-Integration Tasks in Consumer-Oriented Virtual Reality Environments · VR 2019
Distributed systems › distributed system architecture
heterogeneous distributed systems
0.112018
Heterogeneous, Distributed Mixed Reality Applications. A Concept · VR 2018

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

triangle completion paradigm · 1.1concept formulation · 1.0
YearPublicationVenuePosition
2019 Perceived Space and Spatial Performance during Path-Integration Tasks in Consumer-Oriented Virtual Reality Environments
abstract
Studies using virtual reality environments (VE) have shown that subjects can perform path integration tasks with acceptable performance. However, in these studies, subjects could walk naturally across large tracking areas, or researchers provided them with large- immersive displays. Unfortunately, these configurations are far from current consumer-oriented VEs (COVEs), and little is known about how their limitations influence this task. Using a triangle completion paradigm, we assessed the subjects' spatial performance when developing path integration tasks in two consumer-oriented displays (an HTC Vive and a GearVR) and two consumer-oriented interaction devices (a Virtuix Omni motion platform and a Touchpad Control). Our results show that when locomotion is available (motion platform condition), there exist significant effects regarding the display and the path. In contrast, when locomotion is mediated no effect was found. Some future research directions are therefore proposed.
Jose L. Dorado, Pablo Fiqueroa, Jean-Rémy Chardonnet, Frédéric Mérienne, José Tiberio Hernández
VR1
2019 Homing by triangle completion in consumer-oriented virtual reality environments
abstract
Homing is a fundamental task which plays a vital role in spatial navigation. Its performance depends on the computation of a homing vector, where human beings can use simultaneously two different cognitive strategies: an online strategy based on the self-motion cues known as path integration (PI), and an offline strategy called piloting based on the spatial image of the path. Studies using virtual reality environments (VE) have shown that human being can perform homing tasks with acceptable performance. However, in these studies, subjects were able to walk naturally across large tracking areas, or researchers provided them with high-end large-immersive displays. Unfortunately, these configurations are far from current consumer-oriented devices, and very little is known about how their limitations can influence these cognitive processes. Using a triangle completion paradigm, we assessed homing tasks in two consumer-oriented displays (an HTC Vive and a GearVR) and two consumer-oriented interaction devices (a Virtuix Omni Treadmill and a Touchpad Control). Our results show that when locomotion is available (treadmill condition), there exist significant effects regarding display and path complexity. In contrast, when locomotion is restricted (touchpad condition), some effects on path complexity were found. Thus, some future research directions are therefore proposed.
Jose L. Dorado, Pablo A. Figueroa, Jean-Rémy Chardonnet, Frédéric Mérienne, José Tiberio Hernández
VR1
2018 Heterogeneous, Distributed Mixed Reality Applications. A Concept
abstract
This poster formulates the concept of heterogeneous distributed mixed reality (HDMR) applications in order to state some interesting research questions in this domain. HDMR applications give synchronous access to shared virtual worlds, from diverse mixed reality (MR) hardware, and at similar levels of functionality. We show the relationship between HDMR and previous concepts, state challenges in their development, and illustrate this concept and its challenges with an example.
Pablo A. Figueroa, José Tiberio Hernández, Frédéric Mérienne, Jean-Rémy Chardonnet, Jose L. Dorado, J. Sebastian Lopez
VR5