Timofey Grechkin

dblp:57/4595 · also Timofey Y. Grechkin · DBLP profile ↗
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12ranked-venue papers
5as first author
2since 2021 · last 2022
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 10 · 4 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 6 · 3 first-authorArtificial intelligence and machine learning · 2 · 1 first-author

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
6 papers
Immersive interaction · 70% Human-AI interaction · 16% Interaction techniques and input · 5%
Computer graphics and multimedia
4 papers
Virtual and augmented reality · 100%

Topics — the 18 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality locomotion
redirected walking
1.432022
Validating Simulation-Based Evaluation of Redirected Walking Systems · IEEE Trans. Vis. Comput. Graph. 2022
Adaptive Redirection: A Context-Aware Redirected Walking Meta-Strategy · IEEE Trans. Vis. Comput. Graph. 2022
Towards context-sensitive reorientation for real walking in virtual reality · VR 2015
Human-AI interaction
simulation-based evaluation
0.612022
Validating Simulation-Based Evaluation of Redirected Walking Systems · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality
immersive interaction
0.532017
An evaluation of strategies for two-user redirected walking in shared physical spaces · VR 2017
Poster: Do walking motions enhance visually induced self-motion illusions in virtual reality? · VR 2013
A Virtual Peer for Investigating Social Influences on Children's Bicycling · VR 2009
Virtual and augmented reality › locomotion › redirected walking
multi-user redirected walking
0.312017
An evaluation of strategies for two-user redirected walking in shared physical spaces · VR 2017
Virtual and augmented reality › locomotion
redirected walking
0.312017
An evaluation of strategies for two-user redirected walking in shared physical spaces · VR 2017
Immersive interaction
virtual reality
0.322015
Towards context-sensitive reorientation for real walking in virtual reality · VR 2015
An Immersive Virtual Peer for Studying Social Influences on Child Cyclists' Road-Crossing Behavior · IEEE Trans. Vis. Comput. Graph. 2011
Immersive interaction
locomotion
0.322015
Dynamic Affordances in Embodied Interactive Systems: The Role of Display and Mode of Locomotion · IEEE Trans. Vis. Comput. Graph. 2014
Towards context-sensitive reorientation for real walking in virtual reality · VR 2015
Immersive interaction › locomotion › redirection in virtual reality
reorientation
0.212015
Towards context-sensitive reorientation for real walking in virtual reality · VR 2015
Interaction techniques and input › post-WIMP interaction
embodied interaction
0.212014
Dynamic Affordances in Embodied Interactive Systems: The Role of Display and Mode of Locomotion · IEEE Trans. Vis. Comput. Graph. 2014
Immersive interaction
virtual reality interaction
0.212014
Dynamic Affordances in Embodied Interactive Systems: The Role of Display and Mode of Locomotion · IEEE Trans. Vis. Comput. Graph. 2014
Usability and user experience research
user study
0.212022
Validating Simulation-Based Evaluation of Redirected Walking Systems · IEEE Trans. Vis. Comput. Graph. 2022
Immersive interaction
virtual reality locomotion
0.212022
Adaptive Redirection: A Context-Aware Redirected Walking Meta-Strategy · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality › spatial perception
self-motion perception
0.212013
Poster: Do walking motions enhance visually induced self-motion illusions in virtual reality? · VR 2013
Virtual and augmented reality › spatial perception › self-motion perception
vection
0.212013
Poster: Do walking motions enhance visually induced self-motion illusions in virtual reality? · VR 2013
Learning and educational technologies › pedagogical agents
virtual peer
0.112011
An Immersive Virtual Peer for Studying Social Influences on Child Cyclists' Road-Crossing Behavior · IEEE Trans. Vis. Comput. Graph. 2011
Virtual and augmented reality › immersive interaction › 3d interaction
locomotion in virtual environments
0.112017
An evaluation of strategies for two-user redirected walking in shared physical spaces · VR 2017
Immersive interaction › locomotion
locomotion interface
0.012013
Poster: Do walking motions enhance visually induced self-motion illusions in virtual reality? · VR 2013
Computational social science and digital humanities › social computing
social behavior analysis
0.012009
A Virtual Peer for Investigating Social Influences on Children's Bicycling · VR 2009

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

user study · 0.9simulation · 0.6machine learning · 0.6combinatorial optimization · 0.6perceptual-motor coordination task · 0.4controlled experiment · 0.4computer simulation · 0.3collision prevention algorithm · 0.3translation gain · 0.2rotation gain · 0.2curvature gain · 0.2reactive controller · 0.2pilot study · 0.2action-based controller · 0.2action-based controllers · 0.1
YearPublicationVenuePosition
2022 Adaptive Redirection: A Context-Aware Redirected Walking Meta-Strategy
abstract
Previous research has established redirected walking as a potential answer to exploring large virtual environments via natural locomotion within a limited physical space. However, much of the previous work has either focused on investigating human perception of redirected walking illusions or developing novel redirection techniques. In this paper, we take a broader look at the problem and formalize the concept of a complete redirected walking system. This work establishes the theoretical foundations for combining multiple redirection strategies into a unified framework known as adaptive redirection. This meta-strategy adapts based on the context, switching between a suite of strategies with a priori knowledge of their performance under the various circumstances. This paper also introduces a novel static planning strategy that optimizes gain parameters for a predetermined virtual path, known as the Combinatorially Optimized Pre-Planned Exploration Redirector (COPPER). We conducted a simulation-based experiment that demonstrates how adaptation rules can be determined empirically using machine learning, which involves partitioning the spectrum of contexts into regions according to the redirection strategy that performs best. Adaptive redirection provides a foundation for making redirected walking work in practice and can be extended to improve performance in the future as new techniques are integrated into the framework.
Mahdi Azmandian, Rhys Yahata, Timofey Grechkin, Evan A. Suma
IEEE Trans. Vis. Comput. Graph.3
2022 Validating Simulation-Based Evaluation of Redirected Walking Systems
abstract
Developing effective strategies for redirected walking requires extensive evaluations across a variety of factors that influence performance. Because these large-scale experiments are often not practical with user studies, researchers have instead utilized simulations to systematically test different algorithm parameters, physical space configurations, and virtual walking paths. Although simulation offers an efficient way to evaluate redirected walking algorithms, it remains an open question whether this evaluation methodology is ecologically valid. In this paper, we investigate the interaction between locomotion behavior and redirection gains at a micro-level (across small path segments) and macro-level (across an entire experience). This examination involves analyzing data from real users and comparing algorithm performance metrics with a simulated user model. The results identify specific properties of user locomotion behavior that influence the application of redirected walking gains and resets. Overall, we found that the simulation provided a conservative estimate of the average performance with real users and observed that performance trends when comparing two redirected walking algorithms were preserved. In general, these results indicate that simulation is an empirically valid evaluation methodology for redirected walking algorithms.
Mahdi Azmandian, Rhys Yahata, Timofey Grechkin, Jerald Thomas, Evan A. Suma
IEEE Trans. Vis. Comput. Graph.3
2017 An evaluation of strategies for two-user redirected walking in shared physical spaces
abstract
As the focus of virtual reality technology is shifting from singleperson experiences to multi-user interactions, it becomes increasingly important to accommodate multiple co-located users within a shared real-world space. For locomotion and navigation, the introduction of multiple users moving both virtually and physically creates additional challenges related to potential user-on-user collisions. In this work, we focus on defining the extent of these challenges, in order to apply redirected walking to two users immersed in virtual reality experiences within a shared physical tracked space. Using a computer simulation framework, we explore the costs and benefits of splitting available physical space between users versus attempting to algorithmically prevent user-to-user collisions. We also explore fundamental components of collision prevention such as steering the users away from each other, forced stopping, and user re-orientation. Each component was analyzed for the number of potential disruptions to the flow of the virtual experience. We also develop a novel collision prevention algorithm that reduces overall interruptions by 17.6% and collision prevention events by 58.3%. Our results show that sharing space using our collision prevention method is superior to subdividing the tracked space.
Mahdi Azmandian, Timofey Grechkin, Evan A. Suma
VR2
2016 Revisiting detection thresholds for redirected walking: combining translation and curvature gains
abstract
Redirected walking enables the exploration of large virtual environments while requiring only a finite amount of physical space. Unfortunately, in living room sized tracked areas the effectiveness of common redirection algorithms such as Steer-to-Center is very limited. A potential solution is to increase redirection effectiveness by applying two types of perceptual manipulations (curvature and translation gains) simultaneously. This paper investigates how such combination may affect detection thresholds for curvature gain. To this end we analyze the estimation methodology and discuss selection process for a suitable estimation method. We then compare curvature detection thresholds obtained under different levels of translation gain using two different estimation methods: method of constant stimuli and Green's maximum likelihood procedure. The data from both experiments shows no evidence that curvature gain detection thresholds were affected by the presence of translation gain (with test levels spanning previously estimated interval of undetectable translation gain levels). This suggests that in practice currently used levels of translation and curvature gains can be safely applied simultaneously. Furthermore, we present some evidence that curvature detection thresholds may be lower that previously reported. Our estimates indicate that users can be redirected on a circular arc with radius of either 11.6m or 6.4m depending on the estimation method vs. the previously reported value of 22m. These results highlight that the detection threshold estimates vary significantly with the estimation method and suggest the need for further studies to define efficient and reliable estimation methodology.
Timofey Grechkin, Jerald Thomas, Mahdi Azmandian, Mark T. Bolas, Evan A. Suma
SAP1
2015 Towards context-sensitive reorientation for real walking in virtual reality
abstract
Redirected walking techniques have been introduced to overcome physical limitations for natural locomotion in virtual reality. Although subtle perceptual manipulations are helpful to keep users within relatively small tracked spaces, it is inevitable that users will approach critical boundary limits. Current solutions to this problem involve breaks in presence by introducing distractors, or freezing the virtual world relative to the user's perspective. We propose an approach that integrates into the virtual world narrative to draw users' attention and to cause them to temporarily alter their course to avoid going off bounds. This method ties together unnoticeable translation, rotation, and curvature gains, efficiently reorienting the user while maintaining the user's sense of immersion. We also discuss how this new method can be effectively used in conjunction with other reorientation techniques.
Timofey Grechkin, Mahdi Azmandian, Mark T. Bolas, Evan A. Suma
VR1
2014 Re-evaluating benefits of body-based rotational cues for maintaining orientation in virtual environments: men benefit from real rotations, women don't
abstract
Relying exclusively on visual information to maintain orientation while traveling in virtual environments is challenging. However, it is currently unclear how much body-based information is required to produce a significant improvement in navigation performance. In our study participants explored unfamiliar virtual mazes using visual-only and physical rotations. Participants's ability to remain oriented was measured using a novel pointing task. While men consistently benefitted from using physical rotations versus visual-only rotations (lower absolute pointing errors, configuration errors, and absolute ego-orientation errors), women did not. We discuss design implications for locomotion interfaces in virtual environments. Our findings also suggest that investigating individual differences may help to resolve apparent conflicts in the literature regarding potential benefits of physical rotational cues for effective spatial orientation.
Timofey Grechkin, Bernhard E. Riecke
SAP1
2014 Dynamic Affordances in Embodied Interactive Systems: The Role of Display and Mode of Locomotion
abstract
We investigated how the properties of interactive virtual reality systems affect user behavior in full-body embodied interactions. Our experiment compared four interactive virtual reality systems using different display types (CAVE vs. HMD) and modes of locomotion (walking vs. joystick). Participants performed a perceptual-motor coordination task, in which they had to choose among a series of opportunities to pass through a gate that cycled open and closed and then board a moving train. Mode of locomotion, but not type of display, affected how participants chose opportunities for action. Both mode of locomotion and display affected performance when participants acted on their choices. We conclude that technological properties of virtual reality system (both display and mode of locomotion) significantly affected opportunities for action available in the environment (affordances) and discuss implications for design and practical applications of immersive interactive systems.
Timofey Grechkin, Jodie M. Plumert, Joe K. Kearney
IEEE Trans. Vis. Comput. Graph.1
2013 Poster: Do walking motions enhance visually induced self-motion illusions in virtual reality?
abstract
Locomotion interfaces that support physical self-motion in virtual reality facilitate spatial updating, but have relatively high cost and typically require large physical spaces. A better understanding of the illusion of self-motion, or vection, presents a potential solution to this problem. Though circular self-motion illusions induced using only visuals or only walking have been investigated previously, the interaction between these two types has not. We conducted an experiment to examine the additive effects of walking stimuli and visual motion cues on intensity and convincingness of circular veetion. Our results indicate a trend towards decreased vection onset time when illusory rotation stimuli were combined. Measures of intensity and convincingness were also rated higher for the combined stimulus condition when compared with walking or visual stimuli separately. Consequently, lean and elegant virtual reality interface designs should include both walking and visual stimuli for a compelling experience of self-motion.
Jacob Freiberg, Timofey Grechkin, Bernhard E. Riecke
VR2
2011 Effects of scale change on distance perception in virtual environments
abstract
We conducted a series of experiments to investigate effects of scale changes on distance perception in virtual environments. All experiments were carried out in an HMD. Participants first made distance estimates with feedback in a virtual tunnel (adaptation) and then made distance estimates without feedback in a differently-scaled virtual environment (test). We examined several types of scale changes, including changing the size of (1) the tunnel, (2) the targets, and (3) the separation of the two targets. Changes in target size always affected distance estimates at test. When the targets became smaller, participants overshot distance and when the targets became larger, participants undershot distance. Changes in the size of the tunnel or the separation between the targets (without a change in the size of the targets) had a minimal effect on distance estimates. These results indicate that distance estimates at test were strongly influenced by familiar size cues for distance. The discussion focuses on the stability of calibration processes and mechanisms for cue integration for perceiving distance in virtual environments.
Tien Dat Nguyen, Christine Ziemer, Timofey Grechkin, Benjamin Chihak, Jodie M. Plumert, James F. Cremer, Joe K. Kearney
ACM Trans. Appl. Percept.3
2011 An Immersive Virtual Peer for Studying Social Influences on Child Cyclists' Road-Crossing Behavior
abstract
The goal of our work is to develop a programmatically controlled peer to bicycle with a human subject for the purpose of studying how social interactions influence road-crossing behavior. The peer is controlled through a combination of reactive controllers that determine the gross motion of the virtual bicycle, action-based controllers that animate the virtual bicyclist and generate verbal behaviors, and a keyboard interface that allows an experimenter to initiate the virtual bicyclist's actions during the course of an experiment. The virtual bicyclist's repertoire of behaviors includes road following, riding alongside the human rider, stopping at intersections, and crossing intersections through specified gaps in traffic. The virtual cyclist engages the human subject through gaze, gesture, and verbal interactions. We describe the structure of the behavior code and report the results of a study examining how 10- and 12-year-old children interact with a peer cyclist that makes either risky or safe choices in selecting gaps in traffic. Results of our study revealed that children who rode with a risky peer were more likely to cross intermediate-sized gaps than children who rode with a safe peer. In addition, children were significantly less likely to stop at the last six intersections after the experience of riding with the risky than the safe peer during the first six intersections. The results of the study and children's reactions to the virtual peer indicate that our virtual peer framework is a promising platform for future behavioral studies of peer influences on children's bicycle riding behavior.
Sabarish V. Babu, Timofey Grechkin, Benjamin Chihak, Christine Ziemer, Joe K. Kearney, James F. Cremer, Jodie M. Plumert
IEEE Trans. Vis. Comput. Graph.2
2010 How does presentation method and measurement protocol affect distance estimation in real and virtual environments?
abstract
We conducted two experiments that compared distance perception in real and virtual environments in six visual presentation methods using either timed imagined walking or direct blindfolded walking, while controlling for several other factors that could potentially impact distance perception. Our presentation conditions included unencumbered real world, real world seen through an HMD, virtual world seen through an HMD, augmented reality seen through an HMD, virtual world seen on multiple, large immersive screens, and photo-based presentation of the real world seen on multiple, large immersive screens. We found that there was a similar degree of underestimation of distance in the HMD and large-screen presentations of virtual environments. We also found that while wearing the HMD can cause some degree of distance underestimation, this effect depends on the measurement protocol used. Finally, we found that photo-based presentation did not help to improve distance perception in a large-screen immersive display system. The discussion focuses on points of similarity and difference with previous work on distance estimation in real and virtual environments.
Timofey Grechkin, Tien Dat Nguyen, Jodie M. Plumert, James F. Cremer, Joe K. Kearney
ACM Trans. Appl. Percept.1
2009 A Virtual Peer for Investigating Social Influences on Children's Bicycling
abstract
The goal of our work is to develop a programmatically controlled peer to ride with a human subject for the purpose of studying how social interactions influence riding behavior. The peer is controlled through a combination of reactive controllers that determine the gross motion of the virtual bicycle, action-based controllers that animate the virtual bicyclist and generate verbal behaviors, and a keyboard interface that allows an experimenter to initiate the virtual bicyclist's actions during the course of an experiment. The virtual bicyclist's repertoire of behaviors includes road following, riding alongside the human rider, stopping at intersections, and crossing intersections through specified gaps. The virtual cyclist engages the human subject through gaze, gesture, and verbal interactions. We describe the structure of the behavior code and report the results of a pilot study examining how 10- and 12-year-old children interact with a peer cyclist. Results of the pilot study showed that the presence of the peer had a significant influence on the size of the gaps taken as well as time left to spare between the participant and the trailing car in the crossed gap.
Sabarish V. Babu, Timofey Grechkin, Benjamin Chihak, Christine Ziemer, Joe K. Kearney, James F. Cremer, Jodie M. Plumert
VR2