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Sina Masnadi

dblp:213/0887 · DBLP profile ↗
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4ranked-venue papers
2as first author
2since 2021 · last 2022
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 2 since 2021Computer networks · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 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 · 100%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
1.122022
Effects of Field of View on Egocentric Distance Perception in Virtual Reality · CHI 2022
Distance Perception with a Video See-Through Head-Mounted Display · CHI 2021
Immersive interaction › depth perception
distance perception
0.612022
Effects of Field of View on Egocentric Distance Perception in Virtual Reality · CHI 2022
Computer vision › 3D vision
depth perception
0.112021
Distance Perception with a Video See-Through Head-Mounted Display · CHI 2021
Computer vision › 3D vision › depth perception
distance perception
0.112021
Distance Perception with a Video See-Through Head-Mounted Display · CHI 2021
Immersive interaction
augmented reality
0.112021
Distance Perception with a Video See-Through Head-Mounted Display · CHI 2021

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

user study · 1.0mixed-design study · 0.6blind walking · 0.6
YearPublicationVenuePosition
2022 Effects of Field of View on Egocentric Distance Perception in Virtual Reality
abstract
We performed a mixed-design study with 56 participants to compare the effect of horizontal FOV (hfov) and vertical FOV (vfov) on egocentric distance perception in four different realistic virtual environments (VEs). We also compared VE attributes of indoor/outdoor and cluttered/uncluttered. The participants blind-walked towards four different targets at 3m, 4m, 5m, and 6m distance while wearing a backpack computer and a wide FOV head-mounted display (HMD). The combinations of 165°, 110° and 45° hfovs, and 110° and 35° vfovs was simulated in the same HMD. The results indicated more accurate distance judgement with larger hfov with no significant effect of vfov. More accurate distance judgement in indoor VEs compared to outdoor VEs was observed. Also, participants judged distances more accurately in cluttered environments versus uncluttered environments. These results highlight that the environment is important in distance-critical VR applications and wider hfov should be considered for an improved distance judgment.
Sina Masnadi, Kevin Pfeil, Jose-Valentin T. Sera-Josef, Joseph J. LaViola Jr.
CHI1
2021 Distance Perception with a Video See-Through Head-Mounted Display
abstract
In recent years, pass-through cameras have resurfaced as inclusions for virtual reality (VR) hardware. With modern cameras that now have increased resolution and frame rate, Video See-Through (VST) Head-Mounted Displays (HMD) can be used to provide an Augmented Reality (AR) experience. However, because users see their surroundings through video capture and HMD lenses, there is question surrounding how people perceive their environment with these devices. We conducted a user study with 26 participants to help understand if distance perception is altered when viewing surroundings with a VST HMD. Although previous work shows that distance estimation in VR with an HTC Vive is comparable to that in the real world, our results show that the inclusion of a ZED Mini pass-through camera causes a significant difference between normal, unrestricted viewing and that through a VST HMD.
Kevin Pfeil, Sina Masnadi, Jacob Belga, Jose-Valentin T. Sera-Josef, Joseph J. LaViola Jr.
CHI2
2020 AffordIt!: A Tool for Authoring Object Component Behavior in Virtual Reality
abstract
In this paper we present AffordIt!, a tool for adding affordances to the component parts of a virtual object. Following 3D scene reconstruction and segmentation procedures, users find themselves with complete virtual objects, but no intrinsic behaviors have been assigned, forcing them to use unfamiliar Desktop-based 3D editing tools. AffordIt! offers an intuitive solution that allows a user to select a region of interest for the mesh cutter tool, assign an intrinsic behavior and view an animation preview of their work. To evaluate the usability and workload of AffordIt! we ran an exploratory study to gather feedback. In the study we utilize two mesh cutter shapes that select a region of interest and two movement behaviors that a user then assigns to a common household object. The results show high usability with low workload ratings, demonstrating the feasibility of AffordIt! as a valuable 3D authoring tool. Based on these initial results we also present a road-map of future work that will improve the tool in future iterations.
Sina Masnadi, Andrés N. Vargas, Brian M. Williamson, Joseph J. LaViola Jr.
Graphics Interface1
2017 Investigating the Value of Privacy within the Internet of Things
abstract
Many companies within the Internet of Things (IoT) sector rely on the personal data of users to deliver and monetize their services, creating a high demand for personal information. A user can be seen as making a series of transactions, each involving the exchange of personal data for a service. In this paper, we argue that privacy can be described quantitatively, using the game- theoretic concept of value of information (VoI), enabling us to assess whether each exchange is an advantageous one for the user. We introduce PrivacyGate, an extension to the Android operating system built for the purpose of studying privacy of IoT transactions. An example study, and its initial results, are provided to illustrate its capabilities.
Alex Mayle, Neda Hajiakhoond Bidoki, Sina Masnadi, Ladislau Bölöni, Damla Turgut
GLOBECOM3