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Nathan D. Newsome

dblp:167/3399 · DBLP profile ↗
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4ranked-venue papers
0as 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 · 4Human-computer interaction and ubiquitous computing · 3

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 · 74% Multimedia analysis and retrieval · 26%
Human-computer interaction and pervasive computing
2 papers
Human-AI interaction · 31% Health and well-being technologies · 31% Collaborative and social computing · 31%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Performance modeling and evaluation · 100%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.412019
Metrics for the Evaluation of Tracking Systems for Virtual Environments · VR 2019
Multimedia analysis and retrieval › object tracking
tracking evaluation
0.412019
Metrics for the Evaluation of Tracking Systems for Virtual Environments · VR 2019
Health and well-being technologies
clinical virtual reality
0.212016
Effects of Virtual Human Appearance Fidelity on Emotion Contagion in Affective Inter-Personal Simulations · IEEE Trans. Vis. Comput. Graph. 2016
Collaborative and social computing › computer-mediated communication
emotional contagion
0.212016
Effects of Virtual Human Appearance Fidelity on Emotion Contagion in Affective Inter-Personal Simulations · IEEE Trans. Vis. Comput. Graph. 2016
Human-AI interaction › virtual agents
virtual human
0.212016
Effects of Virtual Human Appearance Fidelity on Emotion Contagion in Affective Inter-Personal Simulations · IEEE Trans. Vis. Comput. Graph. 2016
Virtual and augmented reality
virtual humans
0.212015
An evaluation of virtual human appearance fidelity on user's positive and negative affect in human-virtual human interaction · VR 2015
Virtual and augmented reality
virtual environment
0.112019
Metrics for the Evaluation of Tracking Systems for Virtual Environments · VR 2019
Performance modeling and evaluation
benchmarking
0.112019
Latency Measurement in Head-Mounted Virtual Environments · VR 2019
Learning and educational technologies
medical education
0.112015
An evaluation of virtual human appearance fidelity on user's positive and negative affect in human-virtual human interaction · VR 2015

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

end-to-end latency measurement · 0.8between-subjects experiment · 0.7measurement metrics · 0.4electrodermal activity · 0.2differential emotion survey · 0.2
YearPublicationVenuePosition
2019 Latency Measurement in Head-Mounted Virtual Environments
abstract
In this paper, we discuss a generalizable method to measure end-to-end latency. This is the length of time that elapses between when a real-world movement occurs and when the pixels within a head-mounted display are updated to reflect this movement. The method described here utilizes components commonly available at electronics and hobby shops. We demonstrate this measurement method using an HTC Vive and discuss the influence of its low-persistence display on latency measurement.
J. Adam Jones, Ethan Luckett, Tykeyah Key, Nathan D. Newsome
VR4
2019 Metrics for the Evaluation of Tracking Systems for Virtual Environments
abstract
In this paper, we present three generalizable metrics by which tracking systems for virtual environments can be evaluated. These metrics include positional accuracy, rotational accuracy, and tracking resolution. Additionally, we present methods for acquiring these measurements using components commonly available at hardware and hobby shops. The methods are tested using a consumer-grade virtual reality system but are widely generalizable to most tracking systems, both professional-and consumer-grade.
Ethan Luckett, Tykeyah Key, Nathan D. Newsome, J. Adam Jones
VR3
2016 Effects of Virtual Human Appearance Fidelity on Emotion Contagion in Affective Inter-Personal Simulations
abstract
Realistic versus stylized depictions of virtual humans in simulated inter-personal situations and their ability to elicit emotional responses in users has been an open question for artists and researchers alike. We empirically evaluated the effects of near visually realistic vs. non-realistic stylized appearance of virtual humans on the emotional response of participants in a medical virtual reality system that was designed to educate users in recognizing the signs and symptoms of patient deterioration. In a between-subjects experiment protocol, participants interacted with one of three different appearances of a virtual patient, namely visually realistic, cartoon-shaded and charcoal-sketch like conditions in a mixed reality simulation. Emotional impact were measured via a combination of quantitative objective measures were gathered using skin Electrodermal Activity (EDA) sensors, and quantitative subjective measures such as the Differential Emotion Survey (DES IV), Positive and Negative Affect Schedule (PANAS), and Social Presence questionnaire. The emotional states of the participants were analyzed across four distinct time steps during which the medical condition of the virtual patient deteriorated (an emotionally stressful interaction), and were contrasted to a baseline affective state. Objective EDA results showed that in all three conditions, male participants exhibited greater levels of arousal as compared to female participants. We found that negative affect levels were significantly lower in the visually realistic condition, as compared to the stylized appearance conditions. Furthermore, in emotional dimensions of interest-excitement, surprise, anger, fear and guilt participants in all conditions responded similarly. However, in social emotional constructs of shyness, presence, perceived personality, and enjoyment-joy, we found that participants responded differently in the visually realistic condition as compared to the cartoon and sketch conditions. Our study suggests that virtual human appearance can affect not only critical emotional reactions in affective inter-personal training scenarios. but also users' perceptions of personality and social characteristic of the virtual interlocutors.
Matias Volonte, Sabarish V. Babu, Himanshu Chaturvedi, Nathan D. Newsome, Elham Ebrahimi, Tania Roy, Shaundra B. Daily, Tracy Fasolino
IEEE Trans. Vis. Comput. Graph.4
2015 An evaluation of virtual human appearance fidelity on user's positive and negative affect in human-virtual human interaction
abstract
The effectiveness of visual realism of virtual characters in engaging users and eliciting affective responses has been an open question. We empirically evaluated the effects of realistic vs. non-realistic rendering of virtual humans on the emotional response of participants in a medical virtual reality system that was designed to educate users to recognize the signs and symptoms of patient deterioration. In a between-subjects experiment protocol, participants interacted with one of three different appearances of a virtual patient, namely realistic, non-realistic cartoon-shaded and charcoal-sketch like conditions. Emotional impact of the rendering conditions was measured via a combination of subjective and objective metrics.
Himanshu Chaturvedi, Nathan D. Newsome, Sabarish V. Babu
VR2