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Willy Nguyen

dblp:380/5103 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2024
0000-0002-2904-8011ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 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
Wearable and physiological sensing · 77% Immersive interaction · 23%

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

TopicWeightPapersLastEvidence papers
Wearable and physiological sensing
physiological computing
0.812024
Modeling the Intent to Interact With VR Using Physiological Features · IEEE Trans. Vis. Comput. Graph. 2024
Immersive interaction
virtual reality interaction
0.212024
Modeling the Intent to Interact With VR Using Physiological Features · IEEE Trans. Vis. Comput. Graph. 2024

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

linear discriminant analysis · 0.8EMG feature extraction · 0.8EEG feature extraction · 0.8
YearPublicationVenuePosition
2024 Modeling the Intent to Interact With VR Using Physiological Features
abstract
OBJECTIVE: Mixed-Reality (XR) technologies promise a user experience (UX) that rivals the interactive experience with the real-world. The key facilitators in the design of such a natural UX are that the interaction has zero lag and that users experience no excess mental load. This is difficult to achieve due to technical constraints such as motion-to-photon latency as well as false-positives during gesture-based interaction. METHODS: In this paper, we explored the use of physiological features to model the user's intent to interact with a virtual reality (VR) environment. Accurate predictions about when users want to express an interaction intent could overcome the limitations of an interactive device that lags behind the intention of a user. We computed time-domain features from electroencephalography (EEG) and electromyography (EMG) recordings during a grab-and-drop task in VR and cross-validated a Linear Discriminant Analysis (LDA) for three different combinations of (1) EEG, (2) EMG and (3) EEG-EMG features. RESULTS & CONCLUSION: We found the classifiers to detect the presence of a pre-movement state from background idle activity reflecting the users' intent to interact with the virtual objects (EEG: 62 % ± 10 %, EMG: 72 % ± 9 %, EEG-EMG: 69 % ± 10 %) above simulated chance level. The features leveraged in our classification scheme have a low computational cost and are especially useful for fast decoding of users' mental states. Our work is a further step towards a useful classification of users' intent to interact, as a high temporal resolution and speed of detection is crucial. This facilitates natural experiences through zero-lag adaptive interfaces.
Willy Nguyen, Klaus Gramann, Lukas Gehrke
IEEE Trans. Vis. Comput. Graph.1