Mia P. Montiel

dblp:400/4495 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
0009-0000-7972-1166ORCID · 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 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
Haptics and multimodal interaction · 87% Immersive interaction · 13%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
cybersickness
0.912025
The Impact of Airflow and Multisensory Feedback on Immersion and Cybersickness in a VR Surfing Simulation · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality › cybersickness
cybersickness mitigation
0.912025
The Impact of Airflow and Multisensory Feedback on Immersion and Cybersickness in a VR Surfing Simulation · IEEE Trans. Vis. Comput. Graph. 2025
Haptics and multimodal interaction
multimodal feedback
0.912025
The Impact of Airflow and Multisensory Feedback on Immersion and Cybersickness in a VR Surfing Simulation · IEEE Trans. Vis. Comput. Graph. 2025
Haptics and multimodal interaction › tactile display
wind display
0.912025
The Impact of Airflow and Multisensory Feedback on Immersion and Cybersickness in a VR Surfing Simulation · IEEE Trans. Vis. Comput. Graph. 2025
Immersive interaction › virtual reality experience
immersion
0.312025
The Impact of Airflow and Multisensory Feedback on Immersion and Cybersickness in a VR Surfing Simulation · IEEE Trans. Vis. Comput. Graph. 2025

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

user study · 1.7motion platform · 1.7
YearPublicationVenuePosition
2025 The Impact of Airflow and Multisensory Feedback on Immersion and Cybersickness in a VR Surfing Simulation
abstract
Virtual Reality (VR) systems have increasingly leveraged multisensory feedback to enrich user experience and mitigate cybersickness. With a similar goal in focus, this paper presents an in-depth exploration of integrating airflow with visual and kinesthetic cues in a VR surfing simulation. Utilizing a custom-designed airflow system and a physical surfboard mounted on a 6-Degree of Freedom (DoF) motion platform, we present two studies that evaluate the effect of the different feedback modalities. The first study assesses the impact of variable airflow, which dynamically adjusts to the user's speed (wind speed) in VR, compared to constant airflow conditions, under both active and passive user engagement scenarios. Results demonstrate that variable airflow significantly enhances immersion and reduces cybersickness, particularly when users are actively engaged in the simulation. The second study evaluates the individual and combined effects of vision, motion, and airflow on acceleration perception, user immersion, and cybersickness, revealing that the integration of all feedback modalities yields the most immersive and comfortable VR experience. This study underscores the importance of synchronized multisensory feedback in dynamic VR environments and provides valuable insights for the design of more immersive and realistic virtual simulations, particularly in aquatic, interactive, and motion-intensive scenarios.
Premankur Banerjee, Mia P. Montiel, Lauren Tomita, Olivia Means, Jason J. Kutch, Heather Culbertson
IEEE Trans. Vis. Comput. Graph.2