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Dustin T. Han

dblp:198/3893 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 2018
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 61% Haptics and multimodal interaction · 21% Collaborative and social computing · 18%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction › 3d user interfaces
hand interaction
0.312018
Evaluating Remapped Physical Reach for Hand Interactions with Passive Haptics in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2018
Virtual and augmented reality › haptics
passive haptics
0.312018
Evaluating Remapped Physical Reach for Hand Interactions with Passive Haptics in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2018
Immersive interaction
avatar
0.312017
Simulating anthropomorphic upper body actions in virtual reality using head and hand motion data · VR 2017
Haptics and multimodal interaction › haptic feedback
tactile feedback
0.112018
Evaluating Remapped Physical Reach for Hand Interactions with Passive Haptics in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2018
Collaborative and social computing
multi-user virtual environments
0.112017
Simulating anthropomorphic upper body actions in virtual reality using head and hand motion data · VR 2017

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

user study · 0.7case study · 0.7motion capture data · 0.3head and hand tracking · 0.3
YearPublicationVenuePosition
2018 Evaluating Remapped Physical Reach for Hand Interactions with Passive Haptics in Virtual Reality
abstract
Virtual reality often uses motion tracking to incorporate physical hand movements into interaction techniques for selection and manipulation of virtual objects. To increase realism and allow direct hand interaction, real-world physical objects can be aligned with virtual objects to provide tactile feedback and physical grasping. However, unless a physical space is custom configured to match a specific virtual reality experience, the ability to perfectly match the physical and virtual objects is limited. Our research addresses this challenge by studying methods that allow one physical object to be mapped to multiple virtual objects that can exist at different virtual locations in an egocentric reference frame. We study two such techniques: one that introduces a static translational offset between the virtual and physical hand before a reaching action, and one that dynamically interpolates the position of the virtual hand during a reaching motion. We conducted two experiments to assess how the two methods affect reaching effectiveness, comfort, and ability to adapt to the remapping techniques when reaching for objects with different types of mismatches between physical and virtual locations. We also present a case study to demonstrate how the hand remapping techniques could be used in an immersive game application to support realistic hand interaction while optimizing usability. Overall, the translational technique performed better than the interpolated reach technique and was more robust for situations with larger mismatches between virtual and physical objects.
Dustin T. Han, Mohamed Suhail, Eric D. Ragan
IEEE Trans. Vis. Comput. Graph.1
2017 Simulating anthropomorphic upper body actions in virtual reality using head and hand motion data
abstract
The use of self avatars in virtual reality (VR) can bring users a stronger sense of presence and produce a more compelling experience by providing additional visual feedback during interactions. Avatars also become increasingly more relevant in VR as they provide a user with an identity for social interactions in multi-user settings. However, with current consumer VR setups that include only a head mounted display and hand controllers, implementation of self avatars are generally limited in the ability to mimic actions performed in the real world. Our work explores the idea of simulating a wide range of upper body motions using motion and positional data from only the head and hand motion data. We present a method to differentiate head and hip motions using information from captured motion data and applying corresponding changes to a virtual avatar. We discuss our approach and initial results.
Dustin T. Han, Shyam Prathish Sargunam, Eric D. Ragan
VR1