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Brandon Huynh

dblp:190/5270 · DBLP profile ↗
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7ranked-venue papers
3as first author
2since 2021 · last 2023
0009-0006-8527-6787ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 6 · 3 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 2 since 2021Artificial intelligence and machine learning · 1Databases, data management, data science and information retrieval · 1

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
5 papers
Virtual and augmented reality · 67% Rendering · 21% Multimedia analysis and retrieval · 12%
Human-computer interaction and pervasive computing
5 papers
Learning and educational technologies · 64% User interface design and tools · 13% Immersive interaction · 9%
Artificial intelligence
1 paper
Image recognition and object detection · 100%

Topics — the 12 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies
language learning
1.132019
In-Situ Labeling for Augmented Reality Language Learning · VR 2019
Semantic Labeling and Object Registration for Augmented Reality Language Learning · VR 2019
ARbis Pictus: A Study of Vocabulary Learning with Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2018
Virtual and augmented reality
augmented reality
0.822023
Level-of-Detail AR: Dynamically Adjusting Augmented Reality Level of Detail Based on Visual Angle · VR 2023
ARbis Pictus: A Study of Vocabulary Learning with Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2018
Virtual and augmented reality
immersive interaction
0.822019
In-Situ Labeling for Augmented Reality Language Learning · VR 2019
Semantic Labeling and Object Registration for Augmented Reality Language Learning · VR 2019
Rendering
level of detail
0.712023
Level-of-Detail AR: Dynamically Adjusting Augmented Reality Level of Detail Based on Visual Angle · VR 2023
Multimedia analysis and retrieval › multimedia analysis › multimedia content description
semantic annotation
0.412019
Semantic Labeling and Object Registration for Augmented Reality Language Learning · VR 2019
Learning and educational technologies › language learning
vocabulary learning
0.312018
ARbis Pictus: A Study of Vocabulary Learning with Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2018
Immersive interaction › augmented reality interaction
augmented reality interface
0.212023
Level-of-Detail AR: Dynamically Adjusting Augmented Reality Level of Detail Based on Visual Angle · VR 2023
User interface design and tools
interaction design
0.212022
Layerable Apps: Comparing Concurrent and Exclusive Display of Augmented Reality Applications · ISMAR 2022
Computer vision › Image recognition and object detection
object recognition
0.112019
Semantic Labeling and Object Registration for Augmented Reality Language Learning · VR 2019
Computer vision › Image recognition and object detection › object recognition
real-time object recognition
0.112019
Semantic Labeling and Object Registration for Augmented Reality Language Learning · VR 2019
Wearable and physiological sensing
eye tracking
0.112019
In-Situ Labeling for Augmented Reality Language Learning · VR 2019
User interface design and tools
personalization
0.112019
In-Situ Labeling for Augmented Reality Language Learning · VR 2019

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

object recognition · 1.9mixed-design user study · 1.3within-subjects design · 1.1user study · 1.1semantic labeling · 1.1object registration · 1.1personalized learning model · 0.8eye tracking · 0.8within-subjects user study · 0.7
YearPublicationVenuePosition
2023 Level-of-Detail AR: Dynamically Adjusting Augmented Reality Level of Detail Based on Visual Angle
abstract
Dynamically adjusting the content of augmented reality (AR) applications to efficiently display information best fitting the available screen estate may be important for user performance and satisfaction. Currently, there is not a common practice for dynamically adjusting the content of AR applications based on their apparent size in the user's view of the surround environment. We present a Level-of-Detail AR mechanism to improve the usability of AR applications at any relative size. Our mechanism dynamically renders textual and interactable content based on its legibility, interactability, and viewability respectively. When tested, Level-of-Detail AR functioned as intended out-of-the-box on 44 of the 45 standard user interface Unity prefabs in Microsoft's Mixed Reality Tool Kit. We additionally evaluated impact on task performance, user distance, and subjective satisfaction through a mixed-design user study with 45 participants. Statistical analysis of our results revealed significant task-dependent differences in user performance between the modes. User satisfaction was consistently higher for the Level-of-Detail AR condition.
Abby Wysopal, Vivian Ross, Joyce E. Passananti, Kangyou Yu, Brandon Huynh, Tobias Höllerer
VR5
2022 Layerable Apps: Comparing Concurrent and Exclusive Display of Augmented Reality Applications
abstract
Current augmented reality (AR) interfaces are often designed for interacting with one application at a time, significantly limiting a user’s ability to concurrently interact with and switch between multiple applications or modalities that could run in parallel. In this work, we introduce an application model called Layerable Apps, which supports a variety of AR application types while enabling multitasking through concurrent execution, fast application switching, and the ability to layer application views to adjust the degree of augmentation to the user’s preference. We evaluated Layerable Apps through a within-subjects user study (n=44), compared against a traditional single-focus application model on a split-information task involving the simultaneous use of multiple applications. We report the results of our study, where we found differences in quantitative task performance, favoring Layerable mode. We also analyzed app usage patterns, spatial awareness, and overall preferences between both modes as well as between experienced and novice AR users.
Brandon Huynh, Abby Wysopal, Vivian Ross, Jason Orlosky, Tobias Höllerer
ISMAR1
2019 Multimodal Classification of EEG During Physical Activity
abstract
Brain Computer Interfaces (BCIs) typically utilize electroencephalography (EEG) to enable control of a computer through brain signals. However, EEG is susceptible to a large amount of noise, especially from muscle activity, making it difficult to use in ubiquitous computing environments where mobility and physicality are important features. In this work, we present a novel multimodal approach for classifying the P300 event related potential (ERP) component by coupling EEG signals with nonscalp electrodes (NSE) that measure ocular and muscle artifacts. We demonstrate the effectiveness of our approach on a new dataset where the P300 signal was evoked with participants on a stationary bike under three conditions of physical activity: rest, low-intensity, and high-intensity exercise. We show that intensity of physical activity impacts the performance of both our proposed model and existing state-of-the-art models. After incorporating signals from nonscalp electrodes our proposed model performs significantly better for the physical activity conditions. Our results suggest that the incorporation of additional modalities related to eye-movements and muscle activity may improve the efficacy of mobile EEG-based BCI systems, creating the potential for ubiquitous BCI.
Yi Ding 0010, Brandon Huynh, Aiwen Xu, Tom Bullock, Hubert Cecotti, Matthew Turk 0001, Barry Giesbrecht, Tobias Höllerer
ICMI2
2019 Semantic Labeling and Object Registration for Augmented Reality Language Learning
abstract
We propose an Augmented Reality vocabulary learning interface in which objects in a user's environment are automatically recognized and labeled in a foreign language. Using AR for language learning in this manner is still impractical for a number of reasons. Scalable object recognition and consistent labeling of objects is still a significant challenge, and interaction with arbitrary physical objects in AR scenes has consequently not been well explored. To help address these challenges, we present a system that utilizes real-time object recognition to perform semantic labeling and object registration in Augmented Reality. We discuss its implementation, our motivations in designing it, and how it can be applied to AR language learning applications.
Brandon Huynh, Jason Orlosky, Tobias Höllerer
VR1
2019 In-Situ Labeling for Augmented Reality Language Learning
abstract
Augmented Reality is a promising interaction paradigm for learning applications. It has the potential to improve learning outcomes by merging educational content with spatial cues and semantically relevant objects within a learner's everyday environment. The impact of such an interface could be comparable to the method of loci, a well known memory enhancement technique used by memory champions and polyglots. However, using Augmented Reality in this manner is still impractical for a number of reasons. Scalable object recognition and consistent labeling of objects is a significant challenge, and interaction with arbitrary (unmodeled) physical objects in AR scenes has consequently not been well explored. To help address these challenges, we present a framework for in-situ object labeling and selection in Augmented Reality, with a particular focus on language learning applications. Our framework uses a generalized object recognition model to identify objects in the world in real time, integrates eye tracking to facilitate selection and interaction within the interface, and incorporates a personalized learning model that dynamically adapts to student's growth. We show our current progress in the development of this system, including preliminary tests and benchmarks. We explore challenges with using such a system in practice, and discuss our vision for the future of AR language learning applications.
Brandon Huynh, Jason Orlosky, Tobias Höllerer
VR1
2018 ARbis Pictus: A Study of Vocabulary Learning with Augmented Reality
abstract
We conducted a fundamental user study to assess potential benefits of AR technology for immersive vocabulary learning. With the idea that AR systems will soon be able to label real-world objects in any language in real time, our within-subjects lab-based study explores the effect of such an AR vocabulary prompter on participants learning nouns in an unfamiliar foreign language, compared to a traditional flashcard-based learning approach. Our results show that the immersive AR experience of learning with virtual labels on real-world objects is both more effective and more enjoyable for the majority of participants, compared to flashcards. Specifically, when participants learned through augmented reality, they scored significantly better on both same-day and 4-day delayed productive recall tests than when they learned using the flashcard method. We believe this result is an indication of the strong potential for language learning in augmented reality, particularly because of the improvement shown in sustained recall compared to the traditional approach.
Adam Ibrahim, Brandon Huynh, Jonathan Downey, Tobias Höllerer, Dorothy Chun, John O'Donovan
IEEE Trans. Vis. Comput. Graph.2
2016 An analysis of student behavior in two massive open online courses
abstract
Massive open online courses (MOOCs) have high potential for improving education worldwide, but understanding of student behavior and situations is difficult to achieve in online settings. Network analytics and visualizations can assist instructors with supporting understanding of student behavior as courses unfold. In this work, we perform a visual comparative analysis of two different MOOC courses to analyze the impacts of course structure differences and demonstrate the benefits of visual network analysis in this context. We present several insights: (1) behavior features that are best for prediction of student attrition varied with course structure, (2) a large proportion (about 35%) of students never received a reply to their original post and this was correlated with an eventual dropout, and (3) students that received a reply to their original post were twice as likely to post again. We contribute several information visualizations of student network data and draw recommendations for MOOC instructors and designers of course systems.
James Schaffer, Brandon Huynh, John O'Donovan, Tobias Höllerer, Yinglong Xia, Wan-Yi Sabrina Lin
ASONAM2