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Sara Hanson

dblp:183/4944 · DBLP profile ↗
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1ranked-venue papers
1as 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 · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 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
1 paper
Immersive interaction · 87% Interaction techniques and input · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality locomotion
0.412019
Improving Walking in Place Methods with Individualization and Deep Networks · VR 2019
Immersive interaction › virtual reality locomotion
walking-in-place
0.412019
Improving Walking in Place Methods with Individualization and Deep Networks · VR 2019
Interaction techniques and input
mobile interaction
0.112019
Improving Walking in Place Methods with Individualization and Deep Networks · VR 2019

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

threshold algorithm · 0.4convolutional neural network · 0.4biomechanic measures · 0.4
YearPublicationVenuePosition
2019 Improving Walking in Place Methods with Individualization and Deep Networks
abstract
Walking in place is a standard method for moving through large virtual environments when physical space or positional tracking is limited. This technique has become increasingly prominent with the advent of mobile virtual reality in which external tracking may not be present. In this paper, we revisit walking in place algorithms to address some of their technical challenges. Namely, our solutions attend to improving starting, stopping, and speed control for individual users. From a hand-tuned threshold based algorithm, we provide a new, fast method for individualizing the walking in place algorithm based on biomechanic measures of step rate. In addition, we introduce a new walking in place model based on a convolutional neural network trained to differentiate walking and standing. Over two experiments we assess these methods against a traditional threshold based algorithm on two mobile virtual reality platforms. The assessments are based on controllability, scale, and presence. Our results suggest that an adequately trained convolutional neural network can be an effective way of implementing walking in place.
Sara Hanson, Richard A. Paris, Haley Adams, Bobby Bodenheimer
VR1