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Ryan McKee

dblp:290/7728 · also Ryan Douglas McKee · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2023
0000-0002-5210-4763ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 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.

Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Haptics and multimodal interaction · 100%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction
haptics and multimodal interaction
0.612022
All Shook Up: The Impact of Floor Vibration in Symmetric and Asymmetric Immersive Multi-user VR Gaming Experiences · VR 2022
Virtual and augmented reality › presence
social presence
0.612022
All Shook Up: The Impact of Floor Vibration in Symmetric and Asymmetric Immersive Multi-user VR Gaming Experiences · VR 2022
Virtual and augmented reality
cybersickness
0.512021
Floor-vibration VR: Mitigating Cybersickness Using Whole-body Tactile Stimuli in Highly Realistic Vehicle Driving Experiences · IEEE Trans. Vis. Comput. Graph. 2021
Virtual and augmented reality
games and playful interaction
0.212022
All Shook Up: The Impact of Floor Vibration in Symmetric and Asymmetric Immersive Multi-user VR Gaming Experiences · VR 2022
Virtual and augmented reality › virtual environment
driving simulation
0.112021
Floor-vibration VR: Mitigating Cybersickness Using Whole-body Tactile Stimuli in Highly Realistic Vehicle Driving Experiences · IEEE Trans. Vis. Comput. Graph. 2021

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

user study · 1.0physiological signals · 1.0mixed-factorial user study · 0.6
YearPublicationVenuePosition
2023 Cross-Reality Gaming: Comparing Competition and Collaboration in an Asymmetric Gaming Experience
abstract
Due to the level of immersion and differences in the user interface, there can be a very large discrepancy in the user experience between users in immersive systems and non-immersive systems when playing games together. To investigate the impact of the cross-reality experience, which refers to the asymmetric use of eXtended Reality, we aim to understand the different affordances and experiences in an asymmetric setup, where one participant uses a desktop setup with a mouse and keyboard, and one uses a virtual reality (VR) headset and controller in two different task modes, Competition or Collaboration. In our research, a pair of participants played a game in real-time, using either the VR setup or the desktop setup. In Competition mode, the two participants were asked to defeat each other. In Collaboration mode, the pair of participants played as a team and were asked to defeat a pair of AI enemies. Our results show the VR group reported a better gaming experience and perceptual responses compared to the desktop group regardless of game mode, but that the desktop group showed superior gaming performance compared to the VR group in Competition mode.
Sungchul Jung, Yuanjie Wu, Stephan G. Lukosch, Heide K. Lukosch, Ryan McKee, Robert W. Lindeman
VRST5
2022 All Shook Up: The Impact of Floor Vibration in Symmetric and Asymmetric Immersive Multi-user VR Gaming Experiences
abstract
This paper investigates the influence of floor-vibration tactile feedback on immersed users. Under symmetric and asymmetric tactile sensory cue conditions, we explore how multi-user Virtual Reality (VR) experiences are impacted by these cues in terms of illusion and coherence. Based on the reported positive impact of tactile cues in solo VR experiences, we posit that if context-matched perceptual tactile feedback is exchanged between users, they will report a significantly enhanced VR experience compared to not receiving the sensory stimuli, even within the same immersive VR experience. With our custom-built, computer-controlled vibration floor, we implemented a cannonball shooting game for two physically-separated players. In the VR game, the two players shoot cannonballs to destroy their opponent’s protective wall and cannon, while the programmed floor platform generates vertical vibrations depending on the experimental condition. We used a mixed-factorial design with four conditions for each pair of participants: 1) both A and B had vibration, and 2) neither A nor B had vibration (the Symmetric group), or 3) A had vibration, but B did not, and 4) B had vibration, but A did not (the Asymmetric group). We collected subjective and objective data for variables previously shown to be related to levels of illusion, coherence, and usability, including Presence, Co-Presence, Social Presence, Plausibility Illusion, Engagement, Embodiment, Coherence, Gaming Performance, and Overall Preference. A total of 39 pairs of participants were involved in the study. We found statistically significant differences for the vibration conditions on Co-Presence, Social Presence, Engagement, and Coherence, and for the symmetric conditions on the Plausibility Illusion and Coherence, but only with trivial or small effect sizes. The results indicate that vibration provided to a pair of game players in immersive VR can significantly enhance the VR experience, but sensory symmetry does not guarantee improved gaming performance.
Sungchul Jung, Yuanjie Wu, Ryan McKee, Robert W. Lindeman
VR3
2021 Floor-vibration VR: Mitigating Cybersickness Using Whole-body Tactile Stimuli in Highly Realistic Vehicle Driving Experiences
abstract
This work addresses cybersickness, a major barrier to successful long-exposure immersive virtual reality (VR) experiences since user discomfort frequently leads to prematurely ending such experiences. Starting from sensory conflict theory, we posit that if a vibrating floor delivers vestibular stimuli that minimally match the vibration characteristics of a scenario, the size of the conflict between the visual and vestibular senses will be reduced and, thus, the incidence and/or severity of cybersickness will also be reduced. We integrated a custom-built, computer-controlled vibrating floor in our VR system. To evaluate the system, we implemented a realistic off-road vehicle driving simulator in which participants rode multiple laps as passengers on an off-road course. We programmed the floor to generate vertical vibrations similar to those experienced in real off-road vehicle travel. The scenario and driving conditions were designed to be cybersickness-inducing for users in both the Vibration and No-vibration conditions. We collected subjective and objective data for variables previously shown to be related to levels of cybersickness or presence. These included presence and simulator sickness questionnaires (SSQ), self-rated discomfort levels, and the physiological signals of heart rate, galvanic skin response (GSR), and pupil size. Comparing data between participants in the Vibration group (N=11) to the No-Vibration group (N=11), we found that Delta-SSQ Oculomotor response and the GSR physiological signal, both known to be positively correlated with cybersickness, were significantly lower (with large effect sizes) for the Vibration group. Other variables differed between groups in the same direction, but with trivial or small effect sizes. The results indicate that the floor vibration significantly reduced some measures of cybersickness.
Sungchul Jung, Chen Li 0023, Ryan McKee, Mary C. Whitton, Robert W. Lindeman
IEEE Trans. Vis. Comput. Graph.3