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

Tuukka M. Takala

dblp:27/10145 · DBLP profile ↗
← Back
4ranked-venue papers
3as first author
1since 2021 · last 2021
0000-0003-1219-5135ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 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
3 papers
Virtual and augmented reality · 81% Visual content generation and editing · 19%
Human-computer interaction and pervasive computing
3 papers
Immersive interaction · 38% User interface design and tools · 38% Games and playful interaction · 11%

Topics — the 10 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › avatar
full body avatar interaction
0.622019
Stand-alone, Wearable System for Full Body VR Avatars: Towards Physics-based 3D Interaction · VR 2019
Full body interaction in virtual reality with affordable hardware · VR 2014
Immersive interaction
3d user interface
0.512021
Directions for 3D User Interface Research from Consumer VR Games · IEEE Trans. Vis. Comput. Graph. 2021
User interface design and tools
interaction patterns
0.512021
Directions for 3D User Interface Research from Consumer VR Games · IEEE Trans. Vis. Comput. Graph. 2021
Virtual and augmented reality › immersive interaction
physics-based interaction
0.412019
Stand-alone, Wearable System for Full Body VR Avatars: Towards Physics-based 3D Interaction · VR 2019
Virtual and augmented reality
avatar
0.312018
Auto-Scaled Full Body Avatars for Virtual Reality: Facilitating Interactive Virtual Body Modification · VR 2018
Visual content generation and editing › avatar generation
full body avatars
0.312018
Auto-Scaled Full Body Avatars for Virtual Reality: Facilitating Interactive Virtual Body Modification · VR 2018
Games and playful interaction › extended reality games
virtual reality games
0.112021
Directions for 3D User Interface Research from Consumer VR Games · IEEE Trans. Vis. Comput. Graph. 2021
Wearable and physiological sensing › motion capture
inertial motion capture
0.112019
Stand-alone, Wearable System for Full Body VR Avatars: Towards Physics-based 3D Interaction · VR 2019
Virtual and augmented reality › embodiment
virtual body ownership
0.112018
Auto-Scaled Full Body Avatars for Virtual Reality: Facilitating Interactive Virtual Body Modification · VR 2018
Interaction techniques and input › input device
game controller interaction
0.112014
Full body interaction in virtual reality with affordable hardware · VR 2014

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

physics simulation · 0.8literature review · 0.5crowd-sourced pattern collection · 0.5razer hydra tracking · 0.4playstation move tracking · 0.4kinect tracking · 0.4
YearPublicationVenuePosition
2021 Directions for 3D User Interface Research from Consumer VR Games
abstract
With the continuing development of affordable immersive virtual reality (VR) systems, there is now a growing market for consumer content. The current form of consumer systems is not dissimilar to the lab-based VR systems of the past 30 years: the primary input mechanism is a head-tracked display and one or two tracked hands with buttons and joysticks on hand-held controllers. Over those 30 years, a very diverse academic literature has emerged that covers design and ergonomics of 3D user interfaces (3DUIs). However, the growing consumer market has engaged a very broad range of creatives that have built a very diverse set of designs. Sometimes these designs adopt findings from the academic literature, but other times they experiment with completely novel or counter-intuitive mechanisms. In this paper and its online adjunct, we report on novel 3DUI design patterns that are interesting from both design and research perspectives: they are highly novel, potentially broadly re-usable and/or suggest interesting avenues for evaluation. The supplemental material, which is a living document, is a crowd-sourced repository of interesting patterns. This paper is a curated snapshot of those patterns that were considered to be the most fruitful for further elaboration.
Anthony Steed, Tuukka M. Takala, Dan Archer 0001, Wallace Lages, Robert W. Lindeman
IEEE Trans. Vis. Comput. Graph.2
2019 Stand-alone, Wearable System for Full Body VR Avatars: Towards Physics-based 3D Interaction
abstract
We introduce a stand-alone, wearable system with full body and finger tracking for first-person virtual reality (VR) avatars. The system does not rely on any external trackers or components. It comprises of a head-mounted display, inertial motion capture suit, VR gloves, and VR backpack PC. Making use of the wearable system and RUIS toolkit [1], we present an example implementation of our vision for physics-based full body avatar interaction. This envisioned interaction involves three elements from the reality-based interaction framework of Jacob et al. [2]: naïve physics, body awareness, and environment awareness. These elements lend common sense affordances within the virtual world and allow users to employ their everyday knowledge of the real world. We argue that when it comes to full body avatar interfaces, it is not only users, but also developers who benefit from utilizing physics simulation as the basis upon which different interaction techniques are built on. This physics-based approach provides intuitive manipulation and locomotion interactions without requiring individually crafted scripts. Our example implementation presents several such interactions. Furthermore, the many interaction techniques emerging from physical simulation are congruous with each other, which promotes user interface consistency. We also introduce the idea of using physics components (colliders, joints, materials, etc.) as 3D user interface building blocks, as opposed to scripting or visual programming.
Tuukka M. Takala, Chen Chun Hsin, Takashi Kawai
VR1
2018 Auto-Scaled Full Body Avatars for Virtual Reality: Facilitating Interactive Virtual Body Modification
abstract
Virtual reality avatars and the illusion of virtual body ownership are increasingly attracting attention from researchers [1] [2]. As a continuation to our previous work with avatars [3], we updated our existing RUIS for Unity toolkit [4] with new capabilities that facilitate the creation of virtual reality applications with adaptive and customizable avatars.
Tuukka M. Takala, Heikki Heiskanen
VR1
2014 Full body interaction in virtual reality with affordable hardware
abstract
Summary form only given. Recently a number of affordable game controllers have been adopted by virtual reality (VR) researchers [1][4]. We present a video1of a VR demo called TurboTuscany, where we employ such controllers; our demo combines a Kinect controlled full body avatar with Oculus Rift head-mounted-display [2]. We implemented three positional head tracking schemes that use Kinect, Razer Hydra, and PlayStation (PS) Move controllers. In the demo the Kinect tracked avatar can be used to climb ladders, play with soccer balls, and otherwise move or interact with physically simulated objects. PS Move or Razer Hydra controller is used to control locomotion, and for selecting and manipulating objects. Our subjective experience is that the best head tracking immersion is achieved by using Kinect together with PS Move, as the latter is more accurate and responsive while having a large tracking volume. We also noticed that Oculus Rift's orientation tracking has less latency than any of the positional trackers that we used, while Razer Hydra has less latency than PS Move, and Kinect has the largest latency. Besides positional tracking, our demo uses these three trackers to correct the yaw drift of Oculus Rift. TurboTuscany was developed by using our RUIS toolkit, which is a software platform for VR application development [3]. The demo and RUIS toolkit can be downloaded online2.
Tuukka M. Takala, Mikael Matveinen
VR1