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Michael Stewart 0007

dblp:84/2846-7 · DBLP profile ↗
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4ranked-venue papers
0as first author
4since 2021 · last 2025
0000-0001-7494-618XORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 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
2 papers
Accessibility and assistive technology · 59% Immersive interaction · 14% Wearable and physiological sensing · 14%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 77% Audio and music processing · 23%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.612022
Auditory Feedback to Make Walking in Virtual Reality More Accessible · ISMAR 2022
Accessibility and assistive technology › motor impairment accessibility
balance impairment
0.612022
Auditory Feedback for Standing Balance Improvement in Virtual Reality · VR 2022
Audio and music processing
spatial audio
0.212022
Auditory Feedback to Make Walking in Virtual Reality More Accessible · ISMAR 2022
Haptics and multimodal interaction
auditory feedback
0.212022
Auditory Feedback for Standing Balance Improvement in Virtual Reality · VR 2022
Wearable and physiological sensing
postural stability
0.212022
Auditory Feedback for Standing Balance Improvement in Virtual Reality · VR 2022
Immersive interaction
virtual reality
0.212022
Auditory Feedback for Standing Balance Improvement in Virtual Reality · VR 2022

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

user study · 1.1spatial audio · 0.6
YearPublicationVenuePosition
2025 Vibrotactile Feedback to Make Real Walking in Virtual Reality More Accessible for People With and Without Mobility Impairments
abstract
This research aims to examine the effects of various vibrotactile feedback techniques on gait (i.e., walking patterns) in virtual reality (VR). Prior studies have demonstrated that gait disturbances in VR users are significant usability barriers. However, adequate research has not been performed to address this problem. In our study, 39 participants (with mobility impairments: 18, without mobility impairments: 21) performed timed walking tasks in a real-world environment and identical activities in a VR environment with different forms of vibrotactile feedback (spatial, static, and rhythmic). Within-group results revealed that each form of vibrotactile feedback improved gait performance in VR significantly compared to the no vibrotactile condition in VR for individuals with and without mobility impairments. Moreover, spatial vibrotactile feedback increased gait performance significantly in both participant groups compared to other vibrotactile conditions.
M. Rasel Mahmud, Michael Stewart 0007, Alberto Cordova, John Quarles
VRST2
2022 Auditory Feedback to Make Walking in Virtual Reality More Accessible
abstract
The objective of this study is to investigate the impact of several auditory feedback modalities on gait (i.e., walking patterns) in virtual reality (VR). Prior research has substantiated gait disturbances in VR users as one of the primary obstacles to VR usability. However, minimal research has been done to mitigate this issue. We recruited 39 participants (with mobility impairments: 18, without mobility impairments: 21) who completed timed walking tasks in a real-world environment and the same tasks in a VR environment with various types of auditory feedback. Within-subject results showed that each auditory condition significantly improved gait performance while in VR $(p \lt$.001) compared to the no auditory condition in VR for both groups of participants with and without mobility impairments. Moreover, spatial audio improved gait performance significantly $(p \lt$.001) compared to other auditory conditions for both groups of participants. This research could help to make walking in VR more accessible for people with and without mobility impairments.
M. Rasel Mahmud, Michael Stewart 0007, Alberto Cordova, John Quarles
ISMAR2
2022 Auditory Feedback for Standing Balance Improvement in Virtual Reality
abstract
Virtual Reality (VR) users often experience postural instability, i.e., balance problems, which could be a major barrier to universal usability and accessibility for all, especially for persons with balance impairments. Prior research has confirmed the imbalance effect, but minimal research has been conducted to reduce this effect. We recruited 42 participants (with balance impairments: 21, without balance impairments: 21) to investigate the impact of several auditory techniques on balance in VR, specifically spatial audio, static rest frame audio, rhythmic audio, and audio mapped to the center of pressure (CoP). Participants performed two types of tasks - standing visual exploration and standing reach and grasp. Within-subject results showed that each auditory technique improved balance in VR for both persons with and without balance impairments. Spatial and CoP audio improved balance significantly more than other auditory conditions. The techniques presented in this research could be used in future virtual environments to improve standing balance and help push VR closer to universal usability.
M. Rasel Mahmud, Michael Stewart 0007, Alberto Cordova, John Quarles
VR2
2022 Standing Balance Improvement Using Vibrotactile Feedback in Virtual Reality
abstract
Virtual Reality (VR) users often encounter postural instability, i.e., balance issues, which can be a significant impediment to universal usability and accessibility, particularly for those with balance impairments. Prior research has validated imbalance issues, but little effort has been made to mitigate them. We recruited 39 participants (with balance impairments: 18, without balance impairments: 21) to examine the effect of various vibrotactile feedback techniques on balance in virtual reality, specifically spatial vibrotactile, static vibrotactile, rhythmic vibrotactile, and vibrotactile feedback mapped to the center of pressure (CoP). Participants completed standing visual exploration and standing reach and grasp tasks. According to within-subject results, each vibrotactile feedback enhanced balance in VR significantly (p <.001) for those with and without balance impairments. Spatial and CoP vibrotactile feedback enhanced balance significantly more (p <.001) than other vibrotactile feedback. This study presents strategies that might be used in future virtual environments to enhance standing balance and bring VR closer to universal usage.
M. Rasel Mahmud, Michael Stewart 0007, Alberto Cordova, John Quarles
VRST2