Phillip Guan

dblp:317/1935 · DBLP profile ↗
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6ranked-venue papers
1as first author
6since 2021 · last 2026
0000-0001-6966-4110ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 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 · 91% Visualization and visual analytics · 9%
Human-computer interaction and pervasive computing
3 papers
Immersive interaction · 76% Wearable and physiological sensing · 17% Usability and user experience research · 7%

Topics — the 11 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
near-eye display
0.812024
Perceptual Thresholds for Radial Optic Flow Distortion in Near-Eye Stereoscopic Displays · IEEE Trans. Vis. Comput. Graph. 2024
Virtual and augmented reality › near-eye display
varifocal display
0.812024
Perceptual Thresholds for Radial Optic Flow Distortion in Near-Eye Stereoscopic Displays · IEEE Trans. Vis. Comput. Graph. 2024
Virtual and augmented reality › depth perception
vergence-accommodation conflict
0.812024
Perceptual Thresholds for Radial Optic Flow Distortion in Near-Eye Stereoscopic Displays · IEEE Trans. Vis. Comput. Graph. 2024
Wearable and physiological sensing
eye tracking
0.812024
Identifying Behavioral Correlates to Visual Discomfort · ACM Trans. Graph. 2024
Immersive interaction
virtual reality
0.812024
Identifying Behavioral Correlates to Visual Discomfort · ACM Trans. Graph. 2024
Immersive interaction
visual discomfort
0.812024
Identifying Behavioral Correlates to Visual Discomfort · ACM Trans. Graph. 2024
Virtual and augmented reality
augmented reality display
0.712023
Perceptual Requirements for World-Locked Rendering in AR and VR · SIGGRAPH Asia 2023
Usability and user experience research
perceptual studies
0.312026
A Two-Millisecond Passthrough Headset for Perceptual Studies · ACM Trans. Graph. 2026
Visualization and visual analytics
perception
0.212024
Perceptual Thresholds for Radial Optic Flow Distortion in Near-Eye Stereoscopic Displays · IEEE Trans. Vis. Comput. Graph. 2024
Visualization and visual analytics › visualization evaluation
psychophysical evaluation
0.212024
Perceptual Thresholds for Radial Optic Flow Distortion in Near-Eye Stereoscopic Displays · IEEE Trans. Vis. Comput. Graph. 2024
Virtual and augmented reality
cybersickness
0.212023
Perceptual Requirements for World-Locked Rendering in AR and VR · SIGGRAPH Asia 2023

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

psychophysical threshold measurement · 1.0catadioptric passthrough · 1.0subthreshold jitter · 0.9user study · 0.8representational similarity analysis · 0.8psychophysical study · 0.8blink suppression · 0.8analytic modeling · 0.7
YearPublicationVenuePosition
2026 A Two-Millisecond Passthrough Headset for Perceptual Studies
abstract
End-to-end (e2e) latency in head-mounted displays (HMD) is the time delay between a physical change in the world (e.g., a user's head movement) and the moment the display updates to reflect that change. Tracking, rendering, and other computation in real systems invariably introduce some amount of e2e latency to all HMDs. In modern devices this latency is usually in the range of 12-60 milliseconds which is partially addressed through pose prediction and late stage reprojection which means that perceptual studies and user experience evaluations cannot explore latencies below these values. Here, we introduce a video passthrough HMD, called Camsicle, which is capable of 2-millisecond e2e latency and, additionally, uses a catadioptric design to achieve perspective-correct passthrough without reprojection. This platform enables naturalistic user studies to interrogate the impacts of latency on user experience, preference, and performance. Across two user studies and 57 participants we find that 2 and 14.3 millisecond latencies are preferred over 23 and 29 milliseconds when attempting to catch a ball. Additionally, we compare individual latency preferences in this naturalistic ball-catching task to psychophysical thresholds for latency detection in a reference-grade system with zero latency to investigate how psychophysical thresholds may relate to subjective evaluations in naturalistic scenarios.
Eric Penner, Josephine D'Angelo, Clinton Smith, Nathan Matsuda, Navaneethan Siva, Phillip Guan
ACM Trans. Graph.6
2025 Subthreshold Jitter in VR Can Induce Visual Discomfort
abstract
Visual-vestibular conflicts (VVCs) are a primary contributor to visually induced motion sickness (VIMS) in head-mounted displays
Samuel J. Levulis, Kevin W. Rio, James Wilmott, Pablo Ramon Soria, Charlie S. Burlingham, Phillip Guan
UIST6
2024 Identifying Behavioral Correlates to Visual Discomfort
abstract
Outside of self-report surveys, there are no proven, reliable methods to quantify visual discomfort or visually induced motion sickness symptoms when using head-mounted displays. While valuable tools, self-report surveys suffer from potential biases and low sensitivity due to variability in how respondents may assess and report their experience. Consequently, extreme visual-vestibular conflicts are generally used to induce discomfort symptoms large enough to measure reliably with surveys (e.g., stationary participants riding virtual roller coasters). An emerging area of research is the prediction of discomfort survey results from physiological and behavioral markers. However, the signals derived from experimental paradigms that are explicitly designed to be uncomfortable may not generalize to more naturalistic experiences where comfort is prioritized. In this work we introduce a custom VR headset designed to introduce significant near-eye optical distortion (i.e., pupil swim) to induce visual discomfort during more typical VR experiences. We evaluate visual comfort in our headset while users play the popular VR title Job Simulator and show that eye-tracked dynamic distortion correction improves visual comfort in a multi-session, within-subjects user study. We additionally use representational similarity analysis to highlight changes in head and gaze behavior that are potentially more sensitive to visual discomfort than surveys.
David A. Tovar, James Wilmott, Xiuyun Wu, Michael J. Proulx, Dave Lindberg, Yang Zhao 0030, Olivier Mercier, Phillip Guan
ACM Trans. Graph.9
2024 Perceptual Thresholds for Radial Optic Flow Distortion in Near-Eye Stereoscopic Displays
abstract
We provide the first perceptual quantification of user's sensitivity to radial optic flow artifacts and demonstrate a promising approach for masking this optic flow artifact via blink suppression. Near-eye HMOs allow users to feel immersed in virtual environments by providing visual cues, like motion parallax and stereoscopy, that mimic how we view the physical world. However, these systems exhibit a variety of perceptual artifacts that can limit their usability and the user's sense of presence in VR. One well-known artifact is the vergence-accommodation conflict (VAC). Varifocal displays can mitigate VAC, but bring with them other artifacts such as a change in virtual image size (radial optic flow) when the focal plane changes. We conducted a set of psychophysical studies to measure users' ability to perceive this radial flow artifact before, during, and after self-initiated blinks. Our results showed that visual sensitivity was reduced by a factor of 10 at the start and for ~70 ms after a blink was detected. Pre- and post-blink sensitivity was, on average, ~O.15% image size change during normal viewing and increased to ~1.5- 2.0% during blinks. Our results imply that a rapid (under 70 ms) radial optic flow distortion can go unnoticed during a blink. Furthermore, our results provide empirical data that can be used to inform engineering requirements for both hardware design and software-based graphical correction algorithms for future varifocal near-eye displays. Our project website is available at https://gamma.umd.edu/ROF/.
Mohammad R. Saeedpour-Parizi, Niall L. Williams, Tim Wong, Phillip Guan, Dinesh Manocha, Ian M. Erkelens
IEEE Trans. Vis. Comput. Graph.4
2023 Perceptual Requirements for World-Locked Rendering in AR and VR
abstract
Stereoscopic, head-tracked display systems can show users realistic, world-locked virtual objects and environments. However, discrepancies between the rendering pipeline and physical viewing conditions can lead to perceived instability in the rendered content resulting in reduced immersion and, potentially, visually-induced motion sickness. Precise requirements to achieve perceptually stable world-locked rendering (WLR) are unknown due to the challenge of constructing a wide field of view, distortion-free display with highly accurate head and eye tracking. We present a system capable of rendering virtual objects over real-world references without perceivable drift under such constraints. This platform is used to study acceptable errors in render camera position for WLR in augmented and virtual reality scenarios, where we find an order of magnitude difference in perceptual sensitivity. We conclude with an analytic model which examines changes to apparent depth and visual direction in response to camera displacement errors.
Phillip Guan, Eric Penner, Joel Hegland, Benjamin Letham, Douglas Lanman
SIGGRAPH Asia1
2022 Look-Ahead Acquisition Functions for Bernoulli Level Set Estimation
abstract
Level set estimation (LSE) is the problem of identifying regions where an unknown function takes values above or below a specified threshold. Active sampling strategies for efficient LSE have primarily been studied in continuous-valued functions. Motivated by applications in human psychophysics where common experimental designs produce binary responses, we study LSE active sampling with Bernoulli outcomes. With Gaussian process classification surrogate models, the look-ahead model posteriors used by state-of-the-art continuous-output methods are intractable. However, we derive analytic expressions for look-ahead posteriors of sublevel set membership, and show how these lead to analytic expressions for a class of look-ahead LSE acquisition functions, including information-based methods. Benchmark experiments show the importance of considering the global look-ahead impact on the entire posterior. We demonstrate a clear benefit to using this new class of acquisition functions on benchmark problems, and on a challenging real-world task of estimating a high-dimensional contrast sensitivity function.
Benjamin Letham, Phillip Guan, Chase Tymms, Eytan Bakshy, Michael Shvartsman
AISTATS2