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Mucahit Gemici

dblp:376/8753 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2024
—ORCID · unresolved

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 2021Human-computer interaction and ubiquitous computing · 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
Interaction techniques and input · 100%

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

TopicWeightPapersLastEvidence papers
Interaction techniques and input › spatial interaction › 3d interaction
mid-air object manipulation
0.812024
Object Speed Control with a Signed Distance Field for Distant Mid-Air Object Manipulation in Virtual Reality · ISMAR 2024
Interaction techniques and input › spatial interaction › 3d interaction
raycasting
0.212024
Object Speed Control with a Signed Distance Field for Distant Mid-Air Object Manipulation in Virtual Reality · ISMAR 2024

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

speed-accuracy trade-off · 0.8signed distance field · 0.8
YearPublicationVenuePosition
2024 Object Speed Control with a Signed Distance Field for Distant Mid-Air Object Manipulation in Virtual Reality
abstract
In Virtual Reality (VR) applications, interacting with distant objects relies heavily on mid-air object manipulation. Yet, the inherent distance between the user and the object often restricts movement precision. This paper introduces the Signed Distance Field (SDF) method for mid-air object manipulation and combines it with the ray casting interaction technique to investigate its effect on user performance and user experience. To increase movement accuracy, we leverage the speed-accuracy trade-off to dynamically adjust object manipulation speed based on the SDF algorithm’s output. Our study with 18 participants examines the effects of SDF across three different tasks with different complexity. Our results showed that ray casting with SDF reduces the number of errors in complex tasks without slowing down the participants and improves the user experience. We hope that our proposed assistive system, designed for tasks and applications, can be used as an interaction technique to enable more accurate manipulation of distant objects in fields like surgical planning, architecture, and games.
Mucahit Gemici, Wolfgang Stuerzlinger, Anil Ufuk Batmaz
ISMAR1