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Christopher Bowers

dblp:420/7483 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none

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
Collaborative and social computing · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › mixed reality collaboration
collaborative augmented reality
0.912025
When is Self-Gaze Helpful? Examining Uni- vs Bi-Directional Gaze Visualization in Collocated AR Tasks · ISMAR 2025
Virtual and augmented reality
eye tracking
0.312025
When is Self-Gaze Helpful? Examining Uni- vs Bi-Directional Gaze Visualization in Collocated AR Tasks · ISMAR 2025
Virtual and augmented reality › immersive interaction
gaze-based interaction
0.312025
When is Self-Gaze Helpful? Examining Uni- vs Bi-Directional Gaze Visualization in Collocated AR Tasks · ISMAR 2025

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

user study · 1.7
YearPublicationVenuePosition
2025 When is Self-Gaze Helpful? Examining Uni- vs Bi-Directional Gaze Visualization in Collocated AR Tasks
abstract
Shared-gaze visualizations (SGVs) in augmented reality enable collaborators to share focus and intentions through gaze interactions. Most prior research has examined bi-directional visualizations, where both users see their own and their partner's gaze, to provide feedback on how their gaze is communicated to their partner. However, bi-directional SGV approaches are largely based on research for remote collaboration. In collocated settings, bi-directional SGVs can obstruct views and cause distractions. Additionally, collocated applications differ from remote ones. We propose that if eye-tracking is well-calibrated, bi-directional visualizations may be unnecessary in collocated settings. To explore this, we conducted a user study comparing perceptions of uni- and bi-directional gaze visualizations in a virtual collaborative sorting task. Our results suggest that self-gaze may not always be necessary for users; however, there are cases in which self-gaze helps them feel more confident in the task. We offer a deeper understanding for future collaborative gaze interaction systems.
Daniel Alexander Delgado, Christopher Bowers, Rodrigo Luis Calvo, Jaime Ruiz 0002
ISMAR2