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Dave Lindberg

dblp:352/8345 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2024
0009-0000-9941-0808ORCID · 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 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
Immersive interaction · 67% Wearable and physiological sensing · 33%

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

TopicWeightPapersLastEvidence papers
Wearable and physiological sensing
eye tracking
0.812024
Identifying Behavioral Correlates to Visual Discomfort · ACM Trans. Graph. 2024
Immersive interaction
virtual reality
0.812024
Identifying Behavioral Correlates to Visual Discomfort · ACM Trans. Graph. 2024
Immersive interaction
visual discomfort
0.812024
Identifying Behavioral Correlates to Visual Discomfort · ACM Trans. Graph. 2024

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

user study · 0.8representational similarity analysis · 0.8
YearPublicationVenuePosition
2024 Identifying Behavioral Correlates to Visual Discomfort
abstract
Outside of self-report surveys, there are no proven, reliable methods to quantify visual discomfort or visually induced motion sickness symptoms when using head-mounted displays. While valuable tools, self-report surveys suffer from potential biases and low sensitivity due to variability in how respondents may assess and report their experience. Consequently, extreme visual-vestibular conflicts are generally used to induce discomfort symptoms large enough to measure reliably with surveys (e.g., stationary participants riding virtual roller coasters). An emerging area of research is the prediction of discomfort survey results from physiological and behavioral markers. However, the signals derived from experimental paradigms that are explicitly designed to be uncomfortable may not generalize to more naturalistic experiences where comfort is prioritized. In this work we introduce a custom VR headset designed to introduce significant near-eye optical distortion (i.e., pupil swim) to induce visual discomfort during more typical VR experiences. We evaluate visual comfort in our headset while users play the popular VR title Job Simulator and show that eye-tracked dynamic distortion correction improves visual comfort in a multi-session, within-subjects user study. We additionally use representational similarity analysis to highlight changes in head and gaze behavior that are potentially more sensitive to visual discomfort than surveys.
David A. Tovar, James Wilmott, Xiuyun Wu, Michael J. Proulx, Dave Lindberg, Yang Zhao 0030, Olivier Mercier, Phillip Guan
ACM Trans. Graph.6