Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Travis Stebbins

dblp:225/8377 · DBLP profile ↗
← Back
2ranked-venue papers
2as 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 · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 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
2 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
2 papers
Usability and user experience research · 100%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.722019
Redirecting View Rotation in Immersive Movies with Washout Filters · VR 2019
Redirected Scene Rotation for Immersive Movie Experiences · VR 2018
Virtual and augmented reality › immersive video
immersive movies
0.722019
Redirecting View Rotation in Immersive Movies with Washout Filters · VR 2019
Redirected Scene Rotation for Immersive Movie Experiences · VR 2018
Virtual and augmented reality › locomotion
redirected walking
0.722019
Redirecting View Rotation in Immersive Movies with Washout Filters · VR 2019
Redirected Scene Rotation for Immersive Movie Experiences · VR 2018
Usability and user experience research › user perception
user comfort
0.222019
Redirecting View Rotation in Immersive Movies with Washout Filters · VR 2019
Redirected Scene Rotation for Immersive Movie Experiences · VR 2018

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

washout filter · 0.8user study · 0.8usability evaluation · 0.7
YearPublicationVenuePosition
2019 Redirecting View Rotation in Immersive Movies with Washout Filters
abstract
Immersive movies take advantage of virtual reality (VR) to bring new opportunities for storytelling that allow users to naturally turn their heads and bodies to view a 3D virtual world and follow the story in a surrounding space. However, while many designers often assume scenarios where viewers stand and are free to physically turn without constraints, this excludes many commonly desired usage settings where the user may wish to remain seated, such as the use of VR while relaxing on the couch or passing the time during a flight. For such situations, large amounts of physical turning may be uncomfortable due to neck strain or awkward twisting. Our research investigates a technique that automatically rotates the virtual scene to help redirect the viewer's physical rotation while viewing immersive narrative experiences. By slowly rotating the virtual content, viewers are encouraged to gradually turn physically to align their head positions to a more comfortable straight-ahead viewing direction in seated situations where physical turning is not ideal. We present our study of technique design and an evaluation of how the redirection approach affects user comfort, sickness, the amount of physical rotation, and likelihood of viewers noticing the rotational adjustments. Evaluation results show the rotation technique was effective at significantly reducing the amount of physical turning while watching immersive videos, and only 39% of participants noticed the automated rotation when the technique rotated at a speed of 3 degrees per second.
Travis Stebbins, Eric D. Ragan
VR1
2018 Redirected Scene Rotation for Immersive Movie Experiences
abstract
Virtual reality (VR) allows for immersive and natural viewing experiences; however, these often expect users to be standing and able to physically turn and move easily. Seated VR applications, specifically immersive 360 degree movies, must be appropriately designed to facilitate user comfort and prevent sickness. Our research explores a scene rotation-based method for redirecting a viewer's gaze and its effectiveness given three parameter adjustments: rotation delay, rotation speed, and angle threshold. The technique may be useful in the development of future immersive movie or VR experiences. From the research, we expect to discover which parameters prove most effective at redirecting a viewer's gaze in an immersive movie experience. We present preliminary developments and an informal usability evaluation to collect participant feedback about preference, comfort, and sickness.
Travis Stebbins, Eric D. Haqant
VR1