Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data.

Kasra Rahimi Moghadam

dblp:198/4062 · DBLP profile ↗
← Back
3ranked-venue papers
2as first author
0since 2021 · last 2020
0000-0003-4601-2122ORCID · corroborated

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 · 2 · 1 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.

Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 90% Human-robot interaction · 10%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

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

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality locomotion
0.722020
Scene Transitions and Teleportation in Virtual Reality and the Implications for Spatial Awareness and Sickness · IEEE Trans. Vis. Comput. Graph. 2020
Guided head rotation and amplified head rotation: Evaluating semi-natural travel and viewing techniques in virtual reality · VR 2017
Virtual and augmented reality
scene transition
0.312017
Towards understanding scene transition techniques in immersive 360 movies and cinematic experiences · VR 2017
Immersive interaction › virtual reality locomotion
redirected walking
0.312017
Guided head rotation and amplified head rotation: Evaluating semi-natural travel and viewing techniques in virtual reality · VR 2017
Immersive interaction › virtual reality
cybersickness
0.222020
Scene Transitions and Teleportation in Virtual Reality and the Implications for Spatial Awareness and Sickness · IEEE Trans. Vis. Comput. Graph. 2020
Guided head rotation and amplified head rotation: Evaluating semi-natural travel and viewing techniques in virtual reality · VR 2017
Human-robot interaction › cognitive human-robot interaction › spatial cognition
spatial awareness
0.112020
Scene Transitions and Teleportation in Virtual Reality and the Implications for Spatial Awareness and Sickness · IEEE Trans. Vis. Comput. Graph. 2020
Virtual and augmented reality
cybersickness
0.112017
Towards understanding scene transition techniques in immersive 360 movies and cinematic experiences · VR 2017

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

teleportation · 0.4pulsed interpolation · 0.4animated interpolation · 0.4pilot study · 0.3controlled experiment · 0.3
YearPublicationVenuePosition
2020 Scene Transitions and Teleportation in Virtual Reality and the Implications for Spatial Awareness and Sickness
abstract
Various viewing and travel techniques are used in immersive virtual reality to allow users to see different areas or perspectives of 3D environments. Our research evaluates techniques for visually showing transitions between two viewpoints in head-tracked virtual reality. We present four experiments that focus on automated viewpoint changes that are controlled by the system rather than by interactive user control. The experiments evaluate three different transition techniques (teleportation, animated interpolation, and pulsed interpolation), different types of visual adjustments for each technique, and different types of viewpoint changes. We evaluated how differences in transition can influence a viewer's comfort, sickness, and ability to maintain spatial awareness of dynamic objects in a virtual scene. For instant teleportations, the experiments found participants could most easily track scene changes with rotational transitions without translational movements. Among the tested techniques, animated interpolations allowed significantly better spatial awareness of moving objects, but the animated technique was also rated worst in terms of sickness, particularly for rotational viewpoint changes. Across techniques, viewpoint transitions involving both translational and rotational changes together were more difficult to track than either individual type of change.
Kasra Rahimi Moghadam, Colin Banigan, Eric D. Ragan
IEEE Trans. Vis. Comput. Graph.1
2017 Towards understanding scene transition techniques in immersive 360 movies and cinematic experiences
abstract
Many researchers have studied methods of effective travel in virtual environments, but little work has considered scene transitions, which may be important for virtual reality experiences like immersive 360 degree movies. In this research, we designed and evaluated three different scene transition techniques in two environments, conducted a pilot study, and collected metrics related to sickness, spatial orientation, and preference. Our preliminary results indicate that faster techniques are generally preferred by gamers and more gradual transitions are preferred by participants with less experience with 3D gaming and virtual reality.
Kasra Rahimi Moghadam, Eric D. Ragan
VR1
2017 Guided head rotation and amplified head rotation: Evaluating semi-natural travel and viewing techniques in virtual reality
abstract
Traditionally in virtual reality systems, head tracking is used in head-mounted displays (HMDs) to allow users to control viewing using 360-degree head and body rotations. Our research explores interaction considerations that enable semi-natural methods of view control that will work for seated use of virtual reality with HMDs when physically turning all the way around is not ideal, such as when sitting on a couch or at a desk. We investigate the use of amplified head rotations so physically turning in a comfortable range can allow viewing of a 360-degree virtual range. Additionally, to avoid situations where the user's neck is turned in an uncomfortable position for an extended period, we also use redirection during virtual movement to gradually realign the user's head position back to the neutral, straight-ahead position. We ran a controlled experiment to evaluate guided head rotation and amplified head rotation without realignment during movement, and we compared both to traditional one-to-one head-tracked viewing as a baseline for reference. After a navigation task, overall errors on spatial orientation tasks were relatively low with all techniques, but orientation effects, sickness, and preferences varied depending on participants' 3D gaming habits. Using the guided rotation technique, participants who played 3D games performed better, reported higher preference scores, and demonstrated significantly lower sickness results compared to non-gamers.
Shyam Prathish Sargunam, Kasra Rahimi Moghadam, Mohamed Suhail, Eric D. Ragan
VR2