Rhys Yahata

dblp:144/6187 · DBLP profile ↗
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4ranked-venue papers
0as first author
3since 2021 · last 2022
—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 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1

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
3 papers
Immersive interaction · 50% Human-robot interaction · 22% Human-AI interaction · 22%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 70% Computer animation and physical simulation · 30%
Artificial intelligence
1 paper
Robot navigation and mapping · 100%

Topics — the 8 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality locomotion
redirected walking
1.122022
Validating Simulation-Based Evaluation of Redirected Walking Systems · IEEE Trans. Vis. Comput. Graph. 2022
Adaptive Redirection: A Context-Aware Redirected Walking Meta-Strategy · IEEE Trans. Vis. Comput. Graph. 2022
Human-AI interaction
simulation-based evaluation
0.612022
Validating Simulation-Based Evaluation of Redirected Walking Systems · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality
immersive interaction
0.212014
An enhanced steering algorithm for redirected walking in virtual environments · VR 2014
Virtual and augmented reality › locomotion
redirected walking
0.212014
An enhanced steering algorithm for redirected walking in virtual environments · VR 2014
Computer animation and physical simulation › motion planning
steering algorithm
0.212014
An enhanced steering algorithm for redirected walking in virtual environments · VR 2014
Usability and user experience research
user study
0.212022
Validating Simulation-Based Evaluation of Redirected Walking Systems · IEEE Trans. Vis. Comput. Graph. 2022
Immersive interaction
virtual reality locomotion
0.212022
Adaptive Redirection: A Context-Aware Redirected Walking Meta-Strategy · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality › immersive interaction › 3d interaction
locomotion in virtual environments
0.112014
An enhanced steering algorithm for redirected walking in virtual environments · VR 2014

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

unity game engine · 1.1mixed reality · 1.1ROS · 1.1user study · 0.6simulation · 0.6machine learning · 0.6combinatorial optimization · 0.6utility function · 0.2path planning · 0.2
YearPublicationVenuePosition
2022 Towards Safe, Realistic Testbed for Robotic Systems with Human Interaction
abstract
Simulation has been a necessary, safe testbed for robotics systems (RS). However, testing in simulation alone is not enough for robotic systems operating in close proximity, or interacting directly with, humans, because simulated humans are very limited. Furthermore, testing with real humans can be unsafe and costly. As recent advances in machine learning are being brought to physical robotic systems, how to collect data as well as evaluate them with human interactions safely yet realistically is a critical question. This paper presents a Mixed-Reality (MR) system toward human-centered development of robotic systems emphasizing benefits as a data collection and testbed tool. MR testbeds allow humans to interact with various levels of virtuality to maintain both realism and safety. We detail the advantages and limitations of these different levels of realism or virtualization, and report our MR-based RS testbed implemented using off-the-shelf MR devices with the Unity game engine and ROS. We demonstrate our testbed in a multi-robot, multi-person tracking and monitoring application. We share our vision and insights earned during the development and data collection.
Bhoram Lee, Jonathan Brookshire, Rhys Yahata, Supun Samarasekera
ICRA3
2022 Adaptive Redirection: A Context-Aware Redirected Walking Meta-Strategy
abstract
Previous research has established redirected walking as a potential answer to exploring large virtual environments via natural locomotion within a limited physical space. However, much of the previous work has either focused on investigating human perception of redirected walking illusions or developing novel redirection techniques. In this paper, we take a broader look at the problem and formalize the concept of a complete redirected walking system. This work establishes the theoretical foundations for combining multiple redirection strategies into a unified framework known as adaptive redirection. This meta-strategy adapts based on the context, switching between a suite of strategies with a priori knowledge of their performance under the various circumstances. This paper also introduces a novel static planning strategy that optimizes gain parameters for a predetermined virtual path, known as the Combinatorially Optimized Pre-Planned Exploration Redirector (COPPER). We conducted a simulation-based experiment that demonstrates how adaptation rules can be determined empirically using machine learning, which involves partitioning the spectrum of contexts into regions according to the redirection strategy that performs best. Adaptive redirection provides a foundation for making redirected walking work in practice and can be extended to improve performance in the future as new techniques are integrated into the framework.
Mahdi Azmandian, Rhys Yahata, Timofey Grechkin, Evan A. Suma
IEEE Trans. Vis. Comput. Graph.2
2022 Validating Simulation-Based Evaluation of Redirected Walking Systems
abstract
Developing effective strategies for redirected walking requires extensive evaluations across a variety of factors that influence performance. Because these large-scale experiments are often not practical with user studies, researchers have instead utilized simulations to systematically test different algorithm parameters, physical space configurations, and virtual walking paths. Although simulation offers an efficient way to evaluate redirected walking algorithms, it remains an open question whether this evaluation methodology is ecologically valid. In this paper, we investigate the interaction between locomotion behavior and redirection gains at a micro-level (across small path segments) and macro-level (across an entire experience). This examination involves analyzing data from real users and comparing algorithm performance metrics with a simulated user model. The results identify specific properties of user locomotion behavior that influence the application of redirected walking gains and resets. Overall, we found that the simulation provided a conservative estimate of the average performance with real users and observed that performance trends when comparing two redirected walking algorithms were preserved. In general, these results indicate that simulation is an empirically valid evaluation methodology for redirected walking algorithms.
Mahdi Azmandian, Rhys Yahata, Timofey Grechkin, Jerald Thomas, Evan A. Suma
IEEE Trans. Vis. Comput. Graph.2
2014 An enhanced steering algorithm for redirected walking in virtual environments
abstract
Redirected walking techniques enable natural locomotion through immersive virtual environments that are considerably larger than the available real world walking space. However, the most effective strategy for steering the user remains an open question, as most previously presented algorithms simply redirect toward the center of the physical space. In this work, we present a theoretical framework that plans a walking path through a virtual environment and calculates the parameters for combining translation, rotation, and curvature gains such that the user can traverse a series of defined waypoints efficiently based on a utility function. This function minimizes the number of overt reorientations to avoid introducing potential breaks in presence. A notable advantage of this approach is that it leverages knowledge of the layout of both the physical and virtual environments to enhance the steering strategy.
Mahdi Azmandian, Rhys Yahata, Mark T. Bolas, Evan A. Suma
VR2