Jose-Valentin T. Sera-Josef

dblp:292/0133 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2024
0000-0002-9747-0337ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 3 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.

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
2024 Using Co-Design with Streamers and Viewers to Identify Values and Resolve Tensions in the Design of Interpersonal Wearable Telepresence Systems
abstract
We conducted a co-design study with 26 users in dyadic groups who were assigned to the opposing roles of "Streamers'' and "Viewers'' to design interactive, wearable telepresence prototypes for interpersonal use. The goal was to elicit values, identify value tensions, and resolve these tensions in the design of a system that allows Streamers to share their live experiences with a remote Viewer. Leveraging the lens of value-sensitive design (VSD), we found that these different stakeholders prioritized different values in design, but possibly due to our prompt to design for someone they cared about/knew, often accounted for one another's needs in their solutions to arrive at designs that were affordable, unobtrusive, and socially acceptable for the Streamer, while giving the Viewer a sense of autonomy. Our work highlights the strengths of co-design when eliciting important human values in the design of sociotechnical systems for wearable telepresence, reconciling value tensions, and conceptualizing novel hardware- and software-based solutions for enhancing the interpersonal telepresence experience of both viewers and streamers. A key insight from our study is that no single system will meet all users' needs; therefore, we should move towards building customizable toolkits to account for differing values and needs.
Kevin Pfeil, Karla A. Badillo-Urquiola, Jacob Belga, Jose-Valentin T. Sera-Josef, Joseph J. LaViola Jr., Pamela J. Wisniewski
Proc. ACM Hum. Comput. Interact.4
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.
CHI3
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.
CHI4