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Miguel Ying Jie Then

dblp:351/6924 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2023
0000-0001-6291-4818ORCID · reported

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

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

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 77% Wearable and physiological sensing · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality
cinematic virtual reality
0.712023
Leap to the Eye: Implicit Gaze-based Interaction to Reveal Invisible Objects for Virtual Environment Exploration · ISMAR 2023
Wearable and physiological sensing › eye tracking
gaze-based interaction
0.212023
Leap to the Eye: Implicit Gaze-based Interaction to Reveal Invisible Objects for Virtual Environment Exploration · ISMAR 2023

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

user study · 0.7adaptive collider · 0.7
YearPublicationVenuePosition
2023 Leap to the Eye: Implicit Gaze-based Interaction to Reveal Invisible Objects for Virtual Environment Exploration
abstract
Cinematic virtual reality (CVR) brings viewers a novel and immersive movie-watching experience. However, they may miss story events and scene transitions that the director has designed as key points hidden in the VR scene. In this paper, we introduce implicit gaze-based interaction for enhancing the exploration experience in CVR. In contrast to most research on gaze-based selection of objects or explicit guidance of attention using visual cues, we focus on implicit interaction that utilizes the user’s natural gaze and attention to explore the scene. We design and implement different gaze trigger methods for implicit interaction, making the interaction more intuitive and natural when users reveal the invisible objects. We implemented the adaptive collider technique, offering users a better sense of exploration than raycasting and spotlight techniques. We have also conducted user studies to compare animation sequences for visual feedback, with each animation sequence offering different storytelling techniques. One of the sequences is better suited for describing spaces in the virtual world, while the other sequence offers users the feeling of constructing a world through their gaze.
Yang-Sheng Chen, Chiao-En Hsieh, Miguel Ying Jie Then, Ping-Hsuan Han, Yi-Ping Hung
ISMAR3