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David Broussard

dblp:251/0991 · also David M. Broussard, David Michael Broussard · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2022
0009-0009-0556-1468ORCID · verified

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

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

Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 61% Immersive interaction · 39%

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

TopicWeightPapersLastEvidence papers
Collaborative and social computing › remote collaboration
cross-reality collaboration
0.612022
Redirecting Desktop Interface Input to Animate Cross-Reality Avatars · VR 2022
Immersive interaction › locomotion › redirection in virtual reality
input redirection
0.612022
Redirecting Desktop Interface Input to Animate Cross-Reality Avatars · VR 2022
Collaborative and social computing
remote collaboration
0.612022
Redirecting Desktop Interface Input to Animate Cross-Reality Avatars · VR 2022
Immersive interaction
virtual reality
0.212022
Redirecting Desktop Interface Input to Animate Cross-Reality Avatars · VR 2022

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

mouse pointing · 0.6hand tracking · 0.6eye tracking · 0.6
YearPublicationVenuePosition
2022 Redirecting Desktop Interface Input to Animate Cross-Reality Avatars
abstract
We present and evaluate methods to redirect desktop inputs such as eye gaze and mouse pointing to a VR-embedded avatar. We use these methods to build a novel interface that allows a desktop user to give presentations in remote VR meetings such as conferences or classrooms. Recent work on such VR meetings suggests a substantial number of users continue to use desktop interfaces due to ergonomic or technical factors. Our approach enables desk-top and immersed users to better share virtual worlds, by allowing desktop-based users to have more engaging or present "cross-reality" avatars. The described redirection methods consider mouse pointing and drawing for a presentation, eye-tracked gaze towards audience members, hand tracking for gesturing, and associated avatar motions such as head and torso movement. A study compared different levels of desktop avatar control and headset-based control. Study results suggest that users consider the enhanced desktop avatar to be human-like and lively and draw more attention than a conventionally animated desktop avatar, implying that our interface and methods could be useful for future cross-reality remote learning tools.
Jason Woodworth, David Broussard, Christoph W. Borst
VR2