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Alex F. Lim

dblp:263/5843 · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

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
2 papers
Virtual and augmented reality · 79% Visualization and visual analytics · 21%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics
usability and user experience research
0.512021
Who Are Virtual Reality Headset Owners? A Survey and Comparison of Headset Owners and Non-Owners · VR 2021
Virtual and augmented reality
locomotion interfaces
0.412020
Teleporting through virtual environments: Effects of path scale and environment scale on spatial updating · IEEE Trans. Vis. Comput. Graph. 2020
Virtual and augmented reality › locomotion
teleportation
0.412020
Teleporting through virtual environments: Effects of path scale and environment scale on spatial updating · IEEE Trans. Vis. Comput. Graph. 2020
Virtual and augmented reality › immersive display
head-mounted display
0.112021
Who Are Virtual Reality Headset Owners? A Survey and Comparison of Headset Owners and Non-Owners · VR 2021
Virtual and augmented reality
immersive interaction
0.112021
Who Are Virtual Reality Headset Owners? A Survey and Comparison of Headset Owners and Non-Owners · VR 2021
Virtual and augmented reality › navigation
landmark-based navigation
0.112020
Teleporting through virtual environments: Effects of path scale and environment scale on spatial updating · IEEE Trans. Vis. Comput. Graph. 2020
Virtual and augmented reality
navigation
0.112020
Teleporting through virtual environments: Effects of path scale and environment scale on spatial updating · IEEE Trans. Vis. Comput. Graph. 2020

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

survey · 0.5online recruitment · 0.5triangle completion task · 0.4
YearPublicationVenuePosition
2021 Who Are Virtual Reality Headset Owners? A Survey and Comparison of Headset Owners and Non-Owners
abstract
The number of people who own a virtual reality (VR) head-mounted display (HMD) has reached a point where researchers can readily recruit HMD owners to participate remotely using their own equipment. However, HMD owners recruited online may differ from the university community members who typically participate in VR research. HMD owners (n=220) and non-owners (n=282) were recruited through two online work sites-Amazon's Mechanical Turk and Prolific-and an undergraduate participant pool. Participants completed a survey in which they provided demographic information and completed measures of HMD use, video game use, spatial ability, and motion sickness susceptibility. In the context of the populations sampled, the results provide 1) a characterization of HMD owners, 2) a snapshot of the most commonly owned HMDs, 3) a comparison between HMD owners and non-owners, and 4) a comparison among online workers and undergraduates. Significant gender differences were found: men reported lower motion sickness susceptibility and more video game hours than women, and men outperformed women on spatial tasks. Men comprised a greater proportion of HMD owners than non-owners, but after accounting for this imbalance, HMD owners did not differ appreciably from non-owners. Comparing across recruitment platform, male undergraduates outperformed male online workers on spatial tests, and female undergraduates played fewer video game hours than female online workers. The data removal rate was higher from Amazon compared to Prolific, possibly reflecting greater dishonesty. These results provide a description of HMD users that can inform researchers recruiting remote participants through online work sites. These results also signal a need for caution when comparing in-person VR research that primarily enrolls undergraduates to online VR research that enrolls online workers.
Jonathan W. Kelly, Lucia A. Cherep, Alex F. Lim, Taylor A. Doty, Stephen B. Gilbert
VR3
2020 Teleporting through virtual environments: Effects of path scale and environment scale on spatial updating
abstract
Virtual reality systems typically allow users to physically walk and turn, but virtual environments (VEs) often exceed the available walking space. Teleporting has become a common user interface, whereby the user aims a laser pointer to indicate the desired location, and sometimes orientation, in the VE before being transported without self-motion cues. This study evaluated the influence of rotational self-motion cues on spatial updating performance when teleporting, and whether the importance of rotational cues varies across movement scale and environment scale. Participants performed a triangle completion task by teleporting along two outbound path legs before pointing to the unmarked path origin. Rotational self-motion reduced overall errors across all levels of movement scale and environment scale, though it also introduced a slight bias toward under-rotation. The importance of rotational self-motion was exaggerated when navigating large triangles and when the surrounding environment was large. Navigating a large triangle within a small VE brought participants closer to surrounding landmarks and boundaries, which led to greater reliance on piloting (landmark-based navigation) and therefore reduced-but did not eliminate-the impact of rotational self-motion cues. These results indicate that rotational self-motion cues are important when teleporting, and that navigation can be improved by enabling piloting.
Jonathan W. Kelly, Alec G. Ostrander, Alex F. Lim, Lucia A. Cherep, Stephen B. Gilbert
IEEE Trans. Vis. Comput. Graph.3