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Eric Burns

dblp:97/2130 · DBLP profile ↗
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4ranked-venue papers
4as first author
0since 2021 · last 2014
0000-0002-2942-3379ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 first-authorHuman-computer interaction and ubiquitous computing · 3 · 3 first-author

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
3 papers
Virtual and augmented reality · 100%
Software engineering, system software, and programming languages
1 paper
Services computing and microservices · 100%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 100%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction
collaborative virtual environments
0.212014
The Virtual World Framework: Collaborative virtual environments on the web · VR 2014
Immersive interaction › virtual reality interaction
virtual object interaction
0.012007
MACBETH: The avatar which I see before me and its movement toward my hand · VR 2007
Immersive interaction
head-mounted display
0.012005
The Hand is Slower than the Eye: A Quantitative Exploration of Visual Dominance over Proprioception · VR 2005

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

web standards · 0.43d multiuser framework · 0.4user study · 0.3position discrepancy reduction · 0.1psychophysical threshold measurement · 0.1
YearPublicationVenuePosition
2014 The Virtual World Framework: Collaborative virtual environments on the web
abstract
Software distribution and installation is a logistical issue for large enterprises. Web applications are often a good solution because users can instantly receive application updates on any device without needing special permissions to install them on their hardware. Until recently, it was not possible to create 3D multiuser virtual environment-based web applications that didn't require installing a browser plugin. However, recent web standards have made it possible. We present the Virtual World Framework (VWF), a software framework for creating 3D multiuser web applications. We are using VWF to create applications for team training and collaboration. VWF can be downloaded at http://virtual.wf.
Eric Burns, David Easter, Rob Chadwick, David A. Smith, Carl Rosengrant
VR1
2007 MACBETH: The avatar which I see before me and its movement toward my hand
abstract
When a virtual environment system prevents a user's avatar hand from penetrating virtual objects, the seen and felt positions of the hand separate. We propose a new method for reducing this position discrepancy as quickly as possible without introducing perceptible discrepancy between the seen and felt motion of the user's hand. We performed a user study to compare this new method to two previous methods of dealing with position discrepancy. Our method showed statistically significant improvements in user-reported naturalness and user preference and showed no loss in user performance
Eric Burns, Sharif Razzaque, Mary C. Whitton, Frederick P. Brooks Jr.
VR1
2006 Perceptual sensitivity to visual/kinesthetic discrepancy in hand speed, and why we might care
abstract
We investigated the ability of a user in a head-mounted display virtual environment to detect a virtual hand avatar moving at a speed different than that of the real hand. We measured discrepancy detection thresholds for each of the six cardinal directions of 3-space (left, right, up, down, toward, and away). For each of these six directions we measured two discrepancy detection thresholds: one for when the avatar hand moved more quickly than the real hand and one for when it moved more slowly. We found a trend that users are less sensitive to increases in hand avatar speed than they are to decreases. The amount the hand avatar speed can be increased without a user noticing is surprisingly large. This information is useful for techniques that require introducing hand-avatar motion discrepancy, such as a technique for recovering from the position discrepancy introduced by simulated surface constraints.
Eric Burns, Frederick P. Brooks Jr.
VRST1
2005 The Hand is Slower than the Eye: A Quantitative Exploration of Visual Dominance over Proprioception
abstract
Figure 1. A participant who believes he is aiming at the virtual game board directly in front of him. Without force feedback, a head-mounted display user's avatar may penetrate virtual objects. Some virtual environment designers prevent visual interpenetration, making the assumption that prevention improves user experience. However, preventing visual avatar interpenetration causes discrepancy between visual and proprioceptive cues. We investigated users ’ detection thresholds for visual interpenetration (the depth at which they see that two objects have interpenetrated) and sensory discrepancy (the displacement at which they notice mismatched visual and proprioceptive cues). We found that users are much less sensitive to visual-proprioceptive conflict than they are to visual interpenetration. We present our plan for using this result to create a better technique for dealing with virtual object penetration.
Eric Burns, Sharif Razzaque, Abigail Panter, Mary C. Whitton, Matthew R. McCallus, Frederick P. Brooks Jr.
VR1