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Jacob Habgood

dblp:35/3642 · also M. P. Jacob Habgood · DBLP profile ↗
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3ranked-venue papers
1as first author
1since 2021 · last 2024
—ORCID · unresolved

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

Human-computer interaction and ubiquitous computing · 2 · 1 first-authorArtificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorApplied, interdisciplinary, general and emerging 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
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
2 papers
Games and playful interaction · 64% Collaborative and social computing · 19% Accessibility and assistive technology · 17%

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

TopicWeightPapersLastEvidence papers
Games and playful interaction
gamification
0.412019
UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification · Int. J. Hum. Comput. Stud. 2019
Virtual and augmented reality
immersive interaction
0.312018
Rapid, Continuous Movement Between Nodes as an Accessible Virtual Reality Locomotion Technique · VR 2018
Virtual and augmented reality
locomotion
0.312018
Rapid, Continuous Movement Between Nodes as an Accessible Virtual Reality Locomotion Technique · VR 2018
Virtual and augmented reality › immersive interaction
motion sickness
0.312018
Rapid, Continuous Movement Between Nodes as an Accessible Virtual Reality Locomotion Technique · VR 2018
Collaborative and social computing › computer-supported cooperative work
asynchronous collaboration
0.112019
UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification · Int. J. Hum. Comput. Stud. 2019

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

user study · 1.0gamification · 0.4
YearPublicationVenuePosition
2024 Experiments in games: modding the Zool Redimensioned warning system to support players' skill acquisition and attrition rate
Nemanja Vaci, Thomas F. Stafford, Ying Ren, Jacob Habgood
CogSci4
2019 UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification
Mark Featherstone, Jacob Habgood
Int. J. Hum. Comput. Stud.2
2018 Rapid, Continuous Movement Between Nodes as an Accessible Virtual Reality Locomotion Technique
abstract
The confounding effect of player locomotion on the vestibulo-ocular reflex is one of the principal causes of motion sickness in immersive virtual reality. Continuous motion is particularly problematic for stationary user configurations, and teleportation has become the prevailing approach for providing accessible locomotion. Unfortunately, teleportation can also increase disorientation and reduce a player's sense of presence within a VR environment. This paper presents an alternative locomotion technique designed to preserve accessibility while maintaining feelings of presence. This is a node-based navigation system which allows the player to move between predefined node positions using a rapid, continuous, linear motion. An evaluation was undertaken to compare this locomotion technique with commonly used, teleportation-based and continuous walking approaches. Thirty-six participants took part in a study which examined motion sickness and presence for each technique, while navigating around a virtual house using PlayStation VR. Contrary to intuition, we show that rapid movement speeds reduce players' feelings of motion sickness as compared to continuous movement at normal walking speeds.
Jacob Habgood, Sergio Alapont
VR1