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Ignatius Alex Wijayanto

dblp:343/7268 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2023
0000-0002-8990-0413ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 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.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 44% Haptics and multimodal interaction · 44% Usability and user experience research · 13%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
visual realism
0.712023
Comparing the Effects of Visual Realism on Size Perception in VR versus Real World Viewing through Physical and Verbal Judgments · IEEE Trans. Vis. Comput. Graph. 2023
Haptics and multimodal interaction › haptic perception
size perception
0.712023
Comparing the Effects of Visual Realism on Size Perception in VR versus Real World Viewing through Physical and Verbal Judgments · IEEE Trans. Vis. Comput. Graph. 2023
Immersive interaction
virtual reality
0.712023
Comparing the Effects of Visual Realism on Size Perception in VR versus Real World Viewing through Physical and Verbal Judgments · IEEE Trans. Vis. Comput. Graph. 2023
Usability and user experience research
user perception
0.212023
Comparing the Effects of Visual Realism on Size Perception in VR versus Real World Viewing through Physical and Verbal Judgments · IEEE Trans. Vis. Comput. Graph. 2023

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

verbal and physical judgments · 1.3empirical evaluation · 1.3between-subject design · 1.3
YearPublicationVenuePosition
2023 Comparing the Effects of Visual Realism on Size Perception in VR versus Real World Viewing through Physical and Verbal Judgments
abstract
Virtual Reality (VR) is well-known for its use in interdisciplinary applications and research. The visual representation of these applications could vary depending in their purpose and hardware limitation, and in those situations could require an accurate perception of size for task performance. However, the relationship between size perception and visual realism in VR has not yet been explored. In this contribution, we conducted an empirical evaluation using a between-subject design over four conditions of visual realism, namely Realistic, Local Lighting, Cartoon, and Sketch on size perception of target objects in the same virtual environment. Additionally, we gathered participants' size estimates in the real world via a within-subject session. We measured size perception using concurrent verbal reports and physical judgments. Our result showed that although participants' size perception was accurate in the realistic condition, surprisingly they could still tune into the invariant but meaningful information in the environment to accurately estimate the size of targets in the non-photorealistic conditions as well. We additionally found that size estimates in verbal and physical responses were generally different in real world and VR viewing and were moderated by trial presentation over time and target object widths.
Ignatius Alex Wijayanto, Sabarish V. Babu, Christopher C. Pagano, Jung-Hong Chuang
IEEE Trans. Vis. Comput. Graph.1