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Seth Clark

dblp:31/8416 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2011
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 2

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
2 papers
Immersive interaction · 100%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
locomotion
0.222011
Leveraging change blindness for redirection in virtual environments · VR 2011
Exploiting change blindness to expand walkable space in a virtual environment · VR 2010
Immersive interaction › locomotion
redirection in virtual reality
0.222011
Leveraging change blindness for redirection in virtual environments · VR 2011
Exploiting change blindness to expand walkable space in a virtual environment · VR 2010

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

user study · 0.2proof-of-concept · 0.2
YearPublicationVenuePosition
2011 Leveraging change blindness for redirection in virtual environments
abstract
We present change blindness redirection, a novel technique for allowing the user to walk through an immersive virtual environment that is considerably larger than the available physical workspace. In contrast to previous redirection techniques, this approach, based on a dynamic environment model, does not introduce any visual-vestibular conflicts from manipulating the mapping between physical and virtual motions, nor does it require breaking presence to stop and explicitly reorient the user. We conducted two user studies to evaluate the effectiveness of the change blindness illusion when exploring a virtual environment that was an order of magnitude larger than the physical walking space. Despite the dynamically changing environment, participants were able to draw coherent sketch maps of the environment structure, and pointing task results indicated that they were able to maintain their spatial orientation within the virtual world. Only one out of 77 participants across both both studies definitively noticed that a scene change had occurred, suggesting that change blindness redirection provides a remarkably compelling illusion. Secondary findings revealed that a wide field-of-view increases pointing accuracy and that experienced gamers reported greater sense of presence than those with little or no experience with 3D video games.
Evan A. Suma, Seth Clark, David M. Krum, Samantha L. Finkelstein, Mark T. Bolas, Zachary Wartell
VR2
2010 Exploiting change blindness to expand walkable space in a virtual environment
abstract
We present a technique for exploiting change blindness to allow the user to walk through an immersive virtual environment that is much larger than the available physical workspace. This approach relies on subtle manipulations to the geometry of a dynamic environment model to redirect the user's walking path without becoming noticeable. We describe a virtual environment which was implemented both as a proof-of-concept and a test case for future evaluation. Anecdotal evidence from our informal tests suggest a compelling illusion, though a formal study against existing methods is required to evaluate the usefulness of this technique.
Evan A. Suma, Seth Clark, Samantha L. Finkelstein, Zachary Wartell
VR2