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Aitor Rovira

dblp:72/7981 · DBLP profile ↗
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4ranked-venue papers
2as first author
1since 2021 · last 2023
0000-0001-9308-5784ORCID · verified

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

Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 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
3 papers
Immersive interaction · 84% Collaborative and social computing · 12% Interaction techniques and input · 4%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
0.522017
Reinforcement Learning as a tool to make people move to a specific location in Immersive Virtual Reality · Int. J. Hum. Comput. Stud. 2017
The impact of enhanced projector display on the responses of people to a violent scenario in immersive virtual reality · VR 2013
Immersive interaction
locomotion
0.312017
Reinforcement Learning as a tool to make people move to a specific location in Immersive Virtual Reality · Int. J. Hum. Comput. Stud. 2017
Collaborative and social computing › computer-mediated communication › virtual communication
avatar-mediated communication
0.112010
Lie tracking: social presence, truth and deception in avatar-mediated telecommunication · CHI 2010
Interaction techniques and input › input sensing › tracking
eye tracking in VR
0.012010
Lie tracking: social presence, truth and deception in avatar-mediated telecommunication · CHI 2010

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

reinforcement learning · 0.3user study · 0.1pupil size · 0.1gaze · 0.1eye tracking · 0.1blinking · 0.1
YearPublicationVenuePosition
2023 A Preliminary Study of the Eye Tracker in the Meta Quest Pro
abstract
This paper presents the preliminary results of an accuracy testing of the Meta Quest Pro’s eye tracker. We conducted user testing to evaluate the spatial accuracy, spatial precision and subjective performance under head-free and head-restrained conditions. Our measurements indicated an average accuracy of 1.652° with a precision of 0.699° (standard deviation) and 0.849° (root mean square) for a visual field spanning 15° during head-free. The signal quality of Quest Pro’s eye-tracker is comparable to existing AR/VR eye-tracking headsets. Notably, careful considerations are required when designing the size of scene objects, mapping areas of interest, and determining the interaction flow. Researchers should also be cautious about interpreting the fixation results when multiple targets are within close proximity. Further investigation and better specification information transparency are needed to establish its capabilities and limitations.
Shu Wei, Desmond Bloemers, Aitor Rovira
IMX3
2017 Reinforcement Learning as a tool to make people move to a specific location in Immersive Virtual Reality
Aitor Rovira, Mel Slater
Int. J. Hum. Comput. Stud.1
2013 The impact of enhanced projector display on the responses of people to a violent scenario in immersive virtual reality
abstract
This paper describes the impact of display resolution and luminance on the responses of participants in a behavioral study that used a projection-based Immersive Virtual Reality System. The scenario was a virtual bar where participants witnessed a violent attack of one person on another due to an argument about support for a soccer club. The major response variable was the number of interventions made by participants. The study was between-groups with 10 participants in two groups pre-upgrade and post-upgrade, both in the same 4-screen Cave-like system. However, the post-upgrade group experienced the scenario with projectors that had a significantly higher level of resolution and luminance than those experienced by the pre-upgrade group. The results show that, other things being equal, the number of both verbal and physical interventions was greater amongst those in the post-upgrade group compared to the pre-upgrade group.
Aitor Rovira, David Swapp, Richard Southern, Jian J. Zhang 0001, Mel Slater
VR1
2010 Lie tracking: social presence, truth and deception in avatar-mediated telecommunication
abstract
The success of visual telecommunication systems depends on their ability to transmit and display users' natural nonverbal behavior. While video-mediated communication (VMC) is the most widely used form of interpersonal remote interaction, avatar-mediated communication (AMC) in shared virtual environments is increasingly common. This paper presents two experiments investigating eye tracking in AMC. The first experiment compares the degree of social presence experienced in AMC and VMC during truthful and deceptive discourse. Eye tracking data (gaze, blinking, and pupil size) demonstrates that oculesic behavior is similar in both mediation types, and uncovers systematic differences between truth telling and lying. Subjective measures show users' psychological arousal to be greater in VMC than AMC. The second experiment demonstrates that observers of AMC can more accurately detect truth and deception when viewing avatars with added oculesic behavior driven by eye tracking. We discuss implications for the design of future visual telecommunication media interfaces.
William Steptoe, Anthony Steed, Aitor Rovira, John Rae
CHI3