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Thinh Nguyen-Vo

dblp:165/5053 · DBLP profile ↗
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3ranked-venue papers
2as first author
1since 2021 · last 2021
0000-0002-1711-451XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 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
3 papers
Immersive interaction · 70% User interface design and tools · 11% Human-robot interaction · 11%

Topics — the 8 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
0.722018
Simulated Reference Frame: A Cost-Effective Solution to Improve Spatial Orientation in VR · VR 2018
Investigating a Sparse Peripheral Display in a Head-Mounted Display for VR Locomotion · VR 2018
Immersive interaction › locomotion
locomotion interface
0.512021
NaviBoard and NaviChair: Limited Translation Combined with Full Rotation for Efficient Virtual Locomotion · IEEE Trans. Vis. Comput. Graph. 2021
Immersive interaction
virtual reality locomotion
0.512021
NaviBoard and NaviChair: Limited Translation Combined with Full Rotation for Efficient Virtual Locomotion · IEEE Trans. Vis. Comput. Graph. 2021
User interface design and tools › display technology
peripheral display
0.312018
Investigating a Sparse Peripheral Display in a Head-Mounted Display for VR Locomotion · VR 2018
Human-robot interaction › cognitive human-robot interaction › spatial cognition
spatial orientation
0.312018
Simulated Reference Frame: A Cost-Effective Solution to Improve Spatial Orientation in VR · VR 2018
Usability and user experience research
simulator sickness
0.112021
NaviBoard and NaviChair: Limited Translation Combined with Full Rotation for Efficient Virtual Locomotion · IEEE Trans. Vis. Comput. Graph. 2021
Immersive interaction
motion sickness
0.112018
Investigating a Sparse Peripheral Display in a Head-Mounted Display for VR Locomotion · VR 2018
Interaction techniques and input › spatial interaction
navigation
0.112018
Simulated Reference Frame: A Cost-Effective Solution to Improve Spatial Orientation in VR · VR 2018

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

mixed-method experiment · 0.5leaning-based interfaces · 0.5user study · 0.3psychophysical evaluation · 0.3mixed-method study · 0.3
YearPublicationVenuePosition
2021 NaviBoard and NaviChair: Limited Translation Combined with Full Rotation for Efficient Virtual Locomotion
abstract
Walking has always been considered as the gold standard for navigation in Virtual Reality research. Though full rotation is no longer a technical challenge, physical translation is still restricted through limited tracked areas. While rotational information has been shown to be important, the benefit of the translational component is still unclear with mixed results in previous work. To address this gap, we conducted a mixed-method experiment to compare four levels of translational cues and control: none (using the trackpad of the HTC Vive controller to translate), upper-body leaning (sitting on a "NaviChair", leaning the upper-body to locomote), whole-body leaning/stepping (standing on a platform called NaviBoard, leaning the whole body or stepping one foot off the center to navigate), and full translation (physically walking). Results showed that translational cues and control had significant effects on various measures including task performance, task load, and simulator sickness. While participants performed significantly worse when they used a controller with no embodied translational cues, there was no significant difference between the NaviChair, NaviBoard, and actual walking. These results suggest that translational body-based motion cues and control from a low-cost leaning/stepping interface might provide enough sensory information for supporting spatial updating, spatial awareness, and efficient locomotion in VR, although future work will need to investigate how these results might or might not generalize to other tasks and scenarios.
Thinh Nguyen-Vo, Bernhard E. Riecke, Wolfgang Stuerzlinger, Duc-Minh Pham, Ernst Kruijff
IEEE Trans. Vis. Comput. Graph.1
2018 Investigating a Sparse Peripheral Display in a Head-Mounted Display for VR Locomotion
abstract
Head-Mounted Displays (HMDs) provide immersive experiences for virtual reality. However, their field of view (FOV) is still relatively small compared to the human eye, which adding sparse peripheral displays (SPDs) could address. We designed a new SPD, SparseLightVR2, which increases the HMD's FOV to 180° horizontally. We evaluated SparseLightVR2 with a study (N=29) by comparing three conditions: 1) no SPD, where the peripheral display (PD) was inactive; 2) extended SPD, where the PD provided visual cues consistent with and extending the HMD's main screen; and 3) counter-vection SPD, where the PD's visuals were flipped horizontally during VR travel to provide optic flow in the opposite direction of the travel. The participants experienced passive motion on a linear path and reported introspective measures such as sensation of self-motion. Results showed, compared to no SPD, both extended and counter-vection SPDs provided a more natural experience of motion, while extended SPD also enhanced vection intensity and believability of movement. Yet, visually induced motion sickness (VIMS) was not affected by display condition. To investigate the reason behind these non-significant results, we conducted a follow-up study and had users increase peripheral counter-vection visuals on the central HMD screen until they nulled out vection. Our results suggest extending HMDs through SPDs enhanced vection, naturalness, and believability of movement without enhancing VIMS, but reversed SPD motion cues might not be strong enough to reduce vection and VIMS.
Abraham M. Hashemian, Alexandra Kitson, Thinh Nguyen-Vo, Hrvoje Benko, Wolfgang Stuerzlinger, Bernhard E. Riecke
VR3
2018 Simulated Reference Frame: A Cost-Effective Solution to Improve Spatial Orientation in VR
abstract
Virtual Reality (VR) is increasingly used in spatial cognition research, as it offers high experimental control in naturalistic multimodal environments, which is hard to achieve in real-world settings. Although recent technological advances offer a high level of photorealism, locomotion in VR is still restricted because people might not perceive their self-motion as they would in the real world. This might be related to the inability to use embodied spatial orientation processes, which support automatic and obligatory updating of our spatial awareness. Previous research has identified the roles reference frames play in retaining spatial orientation. Here, we propose using visually overlaid rectangular boxes, simulating reference frames in VR, to provide users with a better insight into spatial direction in landmark-free virtual environments. The current mixed-method study investigated how different variations of the visually simulated reference frames might support people in a navigational search task. Performance results showed that the existence of a simulated reference frame yields significant effects on participants completion time and travel distance. Though a simulated CAVE translating with the navigator (one of the simulated reference frames) did not provide significant benefits, the simulated room (another simulated reference frame depicting a rest frame) significantly boosted user performance in the task as well as improved participants preference in the post-experiment evaluation. Results suggest that adding a visually simulated reference frame to VR applications might be a cost-effective solution to the spatial disorientation problem in VR.
Thinh Nguyen-Vo, Bernhard E. Riecke, Wolfgang Stuerzlinger
VR1