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Adam Grant Worrallo

dblp:206/1191 · DBLP profile ↗
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5ranked-venue papers
1as first author
1since 2021 · last 2022
0000-0001-5505-0476ORCID · reported

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

Human-computer interaction and ubiquitous computing · 4Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021

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
1 paper
Interaction techniques and input · 77% Immersive interaction · 23%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction › 3d user interfaces
hand interaction
0.612022
Robust Optical Based Hand Interaction for Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality
virtual reality
0.612022
Robust Optical Based Hand Interaction for Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2022

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

optical sensor fusion · 1.1data aggregation · 1.1
YearPublicationVenuePosition
2022 Robust Optical Based Hand Interaction for Virtual Reality
abstract
Using optical sensors to track hand gestures in virtual reality (VR) simulations requires issues such as occlusion, field-of-view, accuracy and stability of sensors to be addressed or mitigated. We introduce an optical hand-based interaction system that comprises two Leap Motion sensors mounted onto a VR headset at different orientations. Our system collects sensor data from the leap motions, combines and processes it to produce optimal hand tracking data, that minimises the effect of sensor occlusion and noise. This contrasts with previous systems that do not use multiple head-mounted sensors or incorporate hand-data aggregation. We also present a study that compares the proposed system with glove-based and traditional motion controller-based interaction. We investigate hand interactions effect on the feeling of naturalness and immersion. The results show that the use of two head-mounted sensors and the data aggregation system increased the number of valid hands presented to the user and can be successfully applied to VR. The user study shows that there is a strong preference for the proposed system due to the natural feeling and freeing interaction. The absence of an indirect interface such as gloves or controllers was found to aid in creating a more natural and immersive experience.
Adam Grant Worrallo, Thomas P. Hartley
IEEE Trans. Vis. Comput. Graph.1
2017 TTracker: Using Finger Detection to Improve Touch Typing Training
Elvin Kollie, Fernando Loizides, Thomas P. Hartley, Adam Grant Worrallo
INTERACT (4)4
2017 Interactive Reading Using Low Cost Brain Computer Interfaces
Fernando Loizides, Liam Naughton, Paul Wilson 0001, Michael Loizou, Shufan Yang, Thomas P. Hartley, Adam Grant Worrallo, Panayiotis Zaphiris
INTERACT (4)7
2017 Dual-Mode User Interfaces for Web Based Interactive 3D Virtual Environments Using Three.js
Matthew Stanton, Thomas P. Hartley, Fernando Loizides, Adam Grant Worrallo
INTERACT (4)4
2017 Investigating Control of Virtual Reality Snowboarding Simulator Using a Wii FiT Board
Rhiannon Wood, Fernando Loizides, Thomas P. Hartley, Adam Grant Worrallo
INTERACT (4)4