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Benjamin I. Outram

dblp:182/7206 · also Benjamin Outram · DBLP profile ↗
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4ranked-venue papers
3as first author
0since 2021 · last 2019
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-authorHuman-computer interaction and ubiquitous computing · 3 · 3 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
1 paper
Haptics and multimodal interaction · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
multimodal perception
0.212016
Extra-normal interactions in mediated virtual environments: An investigation of an audio-visual crossed-sense modality · VR 2016
Virtual and augmented reality
presence
0.112016
Extra-normal interactions in mediated virtual environments: An investigation of an audio-visual crossed-sense modality · VR 2016

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

user study · 0.5frequency-to-color mapping · 0.5
YearPublicationVenuePosition
2019 Juggling in VR: Advantages of Immersive Virtual Reality in Juggling Learning
abstract
In this paper, we follow up on research dealing with motion learning in Virtual Reality (VR). We investigate the impact of VR motion learning on motion performance, motivation for motion learning and willingness to continue with the motion learning. In our research, we used three ball juggling as a subject of learning. We performed a user study with 30 participants. A VR application was used in our study which allows setting up lower gravity and thus slowing down the motion for learning purposes. The results were statistically evaluated and we comment on the positive influence of virtual reality on motivation and possibilities of using VR in the motion learning process.
Jindrich Adolf, Peter Kán, Benjamin I. Outram, Hannes Kaufmann, Jaromir Dolezal, Lenka Lhotská
VRST3
2018 Anyorbit: orbital navigation in virtual environments with eye-tracking
abstract
Gaze-based interactions promise to be fast, intuitive and effective in controlling virtual and augmented environments. Yet, there is still a lack of usable 3D navigation and observation techniques. In this work: 1) We introduce a highly advantageous orbital navigation technique, AnyOrbit, providing an intuitive and hands-free method of observation in virtual environments that uses eye-tracking to control the orbital center of movement; 2) The versatility of the technique is demonstrated with several control schemes and use-cases in virtual/augmented reality head-mounted-display and desktop setups, including observation of 3D astronomical data and spectator sports.
Benjamin I. Outram, Yun Suen Pai, Tanner Person, Kouta Minamizawa, Kai Kunze
ETRA1
2018 Anyorbit: orbital navigation in virtual environments with eye-tracking
abstract
Gaze-based interactions promise to be fast, intuitive and effective in controlling virtual and augmented environments. Yet, there is still a lack of usable 3D navigation and observation techniques. In this work: 1) We introduce a highly advantageous orbital navigation technique, AnyOrbit, providing an intuitive and hands-free method of observation in virtual environments that uses eye-tracking to control the orbital center of movement; 2) The versatility of the technique is demonstrated with several control schemes and use-cases in virtual/augmented reality head-mounted-display and desktop setups, including observation of 3D astronomical data and spectator sports.
Benjamin I. Outram, Yun Suen Pai, Tanner Person, Kouta Minamizawa, Kai Kunze
ETRA1
2016 Extra-normal interactions in mediated virtual environments: An investigation of an audio-visual crossed-sense modality
abstract
Here, we propose that the use of unusual crossed-sense-modality couplings can be exploited to engineer non-realistic but potentially beneficial VEs providing high degrees of interaction and presence, and provide new avenues for enhancing the experience and utility of single- and multi-user VE technologies. We report user's reactions to mediated environments in which the sound of their voice is represented via a frequency-to-color-mapped visualization. Users reported a sense of interaction and enjoyment, but results from a preliminary user study have yet to show a clear link with presence. We discuss the next stages of the research which will investigate how mixed-sense modalities contribute to co-presence and collaboration in multi-user environments.
Benjamin I. Outram, Masashi Nakatani, Kouta Minamizawa
VR1