Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Mengu Sukan

dblp:89/9716 · DBLP profile ↗
← Back
7ranked-venue papers
3as first author
0since 2021 · last 2018
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 7 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 2 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.

Computer graphics and multimedia
6 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
4 papers
User interface design and tools · 42% Immersive interaction · 37% Games and playful interaction · 13%
Software engineering, system software, and programming languages
1 paper
Requirements engineering and software design · 100%

Topics — the 12 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Requirements engineering and software design
software architecture
0.312018
Mercury: A Messaging Framework for Modular UI Components · CHI 2018
Virtual and augmented reality › immersive interaction › 3d interaction
locomotion in virtual environments
0.312017
Travel in large-scale head-worn VR: Pre-oriented teleportation with WIMs and previews · VR 2017
Virtual and augmented reality › locomotion
teleportation
0.312017
Travel in large-scale head-worn VR: Pre-oriented teleportation with WIMs and previews · VR 2017
Immersive interaction › 3d user interface
world-in-miniature
0.312017
Travel in large-scale head-worn VR: Pre-oriented teleportation with WIMs and previews · VR 2017
Virtual and augmented reality › augmented reality
augmented reality interaction
0.322012
Quick viewpoint switching for manipulating virtual objects in hand-held augmented reality using stored snapshots · ISMAR 2012
SnapAR: Storing snapshots for quick viewpoint switching in hand-held augmented reality · ISMAR 2010
Virtual and augmented reality › navigation
viewpoint switching
0.322012
Quick viewpoint switching for manipulating virtual objects in hand-held augmented reality using stored snapshots · ISMAR 2012
SnapAR: Storing snapshots for quick viewpoint switching in hand-held augmented reality · ISMAR 2010
Virtual and augmented reality
augmented reality
0.212015
Interactive Visualizations for Monoscopic Eyewear to Assist in Manually Orienting Objects in 3D · ISMAR 2015
Virtual and augmented reality
immersive interaction
0.212015
Virtual Replicas for Remote Assistance in Virtual and Augmented Reality · UIST 2015
Games and playful interaction
game development
0.112018
Mercury: A Messaging Framework for Modular UI Components · CHI 2018
Virtual and augmented reality › immersive display
head-mounted display
0.112017
Travel in large-scale head-worn VR: Pre-oriented teleportation with WIMs and previews · VR 2017
Virtual and augmented reality › augmented reality
mobile augmented reality
0.122012
Quick viewpoint switching for manipulating virtual objects in hand-held augmented reality using stored snapshots · ISMAR 2012
SnapAR: Storing snapshots for quick viewpoint switching in hand-held augmented reality · ISMAR 2010
Collaborative and social computing
remote collaboration
0.112015
Virtual Replicas for Remote Assistance in Virtual and Augmented Reality · UIST 2015

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

messaging protocol · 0.7entity-component-system pattern · 0.7user study · 0.6visualization techniques · 0.4parafrustum geometric construct · 0.46dof tracking · 0.36-dof tracking · 0.3interactive visualization · 0.2marker tracking · 0.1
YearPublicationVenuePosition
2018 Mercury: A Messaging Framework for Modular UI Components
abstract
In recent years, the entity--component--system pattern has become a fundamental feature of the software architectures of game-development environments such as Unity and Unreal, which are used extensively in developing 3D user interfaces. In these systems, UI components typically respond to events, requiring programmers to write application-specific callback functions. In some cases, components are organized in a hierarchy that is used to propagate events among vertically connected components. When components need to communicate horizontally, programmers must connect those components manually and register/unregister events as needed. Moreover, events and callback signatures may be incompatible, making modular UIs cumbersome to build and share within or across applications. To address these problems, we introduce a messaging framework, Mercury, to facilitate communication among components. We provide an overview of Mercury, outline its underlying protocol and how it propagates messages to responders using relay nodes, describe a reference implementation in Unity, and present example systems built using Mercury to explain its advantages.
Carmine Elvezio, Mengu Sukan, Steven K. Feiner
CHI2
2017 Travel in large-scale head-worn VR: Pre-oriented teleportation with WIMs and previews
abstract
We demonstrate an interaction technique that allows a user to point at a world-in-miniature representation of a city-scale virtual environment and perform efficient and precise teleportation by pre-orienting an avatar. A preview of the post-teleport view of the full-scale virtual environment updates interactively as the user adjusts the position, yaw, and pitch of the avatar's head with a pair of 6DoF-tracked controllers. We describe design decisions and contrast with alternative approaches to virtual travel.
Carmine Elvezio, Mengu Sukan, Steven K. Feiner, Barbara Tversky
VR2
2015 Interactive Visualizations for Monoscopic Eyewear to Assist in Manually Orienting Objects in 3D
abstract
Assembly or repair tasks often require objects to be held in specific orientations to view or fit together. Research has addressed the use of AR to assist in these tasks, delivered as registered overlaid graphics on stereoscopic head-worn displays. In contrast, we are interested in using monoscopic head-worn displays, such as Google Glass. To accommodate their small monoscopic field of view, off center from the user's line of sight, we are exploring alternatives to registered overlays. We describe four interactive rotation guidance visualizations for tracked objects intended for these displays.
Carmine Elvezio, Mengu Sukan, Steven K. Feiner, Barbara Tversky
ISMAR2
2015 Virtual Replicas for Remote Assistance in Virtual and Augmented Reality
abstract
In many complex tasks, a remote subject-matter expert may need to assist a local user to guide actions on objects in the local user's environment. However, effective spatial referencing and action demonstration in a remote physical environment can be challenging. We introduce two approaches that use Virtual Reality (VR) or Augmented Reality (AR) for the remote expert, and AR for the local user, each wearing a stereo head-worn display. Both approaches allow the expert to create and manipulate virtual replicas of physical objects in the local environment to refer to parts of those physical objects and to indicate actions on them. This can be especially useful for parts that are occluded or difficult to access. In one approach, the expert points in 3D to portions of virtual replicas to annotate them. In another approach, the expert demonstrates actions in 3D by manipulating virtual replicas, supported by constraints and annotations. We performed a user study of a 6DOF alignment task, a key operation in many physical task domains, comparing both approaches to an approach in which the expert uses a 2D tablet-based drawing system similar to ones developed for prior work on remote assistance. The study showed the 3D demonstration approach to be faster than the others. In addition, the 3D pointing approach was faster than the 2D tablet in the case of a highly trained expert.
Ohan Oda, Carmine Elvezio, Mengu Sukan, Steven K. Feiner, Barbara Tversky
UIST3
2014 ParaFrustum: visualization techniques for guiding a user to a constrained set of viewing positions and orientations
abstract
Many tasks in real or virtual environments require users to view a target object or location from one of a set of strategic viewpoints to see it in context, avoid occlusions, or view it at an appropriate angle or distance. We introduce ParaFrustum, a geometric construct that represents this set of strategic viewpoints and viewing directions. ParaFrustum is inspired by the look-from and look-at points of a computer graphics camera specification, which precisely delineate a location for the camera and a direction in which it looks. We generalize this approach by defining a ParaFrustum in terms of a look-from volume and a look-at volume, which establish constraints on a range of acceptable locations for the user's eyes and a range of acceptable angles in which the user's head can be oriented. Providing tolerance in the allowable viewing positions and directions avoids burdening the user with the need to assume a tightly constrained 6DoF pose when it is not required by the task. We describe two visualization techniques for virtual or augmented reality that guide a user to assume one of the poses defined by a ParaFrustum, and present the results of a user study measuring the performance of these techniques. The study shows that the constraints of a tightly constrained ParaFrustum (e.g., approximating a conventional camera frustum) require significantly more time to satisfy than those of a loosely constrained one. The study also reveals interesting differences in participant trajectories in response to the two techniques.
Mengu Sukan, Carmine Elvezio, Ohan Oda, Steven K. Feiner, Barbara Tversky
UIST1
2012 Quick viewpoint switching for manipulating virtual objects in hand-held augmented reality using stored snapshots
abstract
Magic-lens style augmented reality applications allow users to control camera pose easily by manipulating a portable hand-held device and provide immediate visual feedback. However, strategic vantage points must often be revisited repeatedly, adding time and error and taxing memory. We describe a new approach that allows users to take snapshots of augmented scenes that can be virtually revisited at later times. The system stores still images of scenes along with camera poses, so that augmentations remain dynamic and interactive. Users can manipulate virtual objects while viewing snapshots, instead of moving to real-world views. We present a study comparing performance in snapshot and live mode conditions in a task in which a virtual object must be aligned with two pairs of physical objects. Proper alignment requires sequentially visiting two viewpoints. Participants completed the alignment task significantly faster and more accurately using snapshots than when using the live mode. Moreover, participants preferred manipulating virtual objects using snapshots to the live mode.
Mengu Sukan, Steven K. Feiner, Barbara Tversky, Semih Energin
ISMAR1
2010 SnapAR: Storing snapshots for quick viewpoint switching in hand-held augmented reality
abstract
Many tasks require a user to move between various locations within an environment to get different perspectives. This can take significant time and effort, especially when the user must switch among those viewpoints repeatedly. We explore augmented reality interaction techniques that involve taking still pictures of a physical scene using a tracked hand-held magic lens and seamlessly switching between augmenting either the live view or one of the still views, without needing to physically revisit the snapshot locations. We describe our optical-marker-tracking-based implementation and how we represent and switch among snapshots. To determine the effectiveness of our techniques, we developed a test application that lets its user view physical and virtual objects from different viewpoints.
Mengu Sukan, Steven K. Feiner
ISMAR1