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Eric D. Haqant

dblp:225/8427 · DBLP profile ↗
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1ranked-venue papers
0as 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 · 1Human-computer interaction and ubiquitous computing · 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
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
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
0.312018
Redirected Scene Rotation for Immersive Movie Experiences · VR 2018
Virtual and augmented reality › immersive video
immersive movies
0.312018
Redirected Scene Rotation for Immersive Movie Experiences · VR 2018
Virtual and augmented reality › locomotion
redirected walking
0.312018
Redirected Scene Rotation for Immersive Movie Experiences · VR 2018
Usability and user experience research › user perception
user comfort
0.112018
Redirected Scene Rotation for Immersive Movie Experiences · VR 2018

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

usability evaluation · 0.7
YearPublicationVenuePosition
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
VR2