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Frank A. Biocca

dblp:b/FBiocca · DBLP profile ↗
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12ranked-venue papers
1as first author
1since 2021 · last 2022
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 12 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2Artificial intelligence and machine learning · 1

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
7 papers
Immersive interaction · 64% Human-robot interaction · 19% Usability and user experience research · 5%
Computer graphics and multimedia
2 papers
Audio and music processing · 78% Virtual and augmented reality · 22%

Topics — the 10 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality
360° video
0.412019
The effects of 3D sound in a 360-degree live concert video on social presence, parasocial interaction, enjoyment, and intent of financial supportive action · Int. J. Hum. Comput. Stud. 2019
Human-robot interaction › nonverbal communication
facial expression
0.112012
Personality and facial expressions in human-robot interaction · HRI 2012
Audio and music processing
spatial audio
0.112019
The effects of 3D sound in a 360-degree live concert video on social presence, parasocial interaction, enjoyment, and intent of financial supportive action · Int. J. Hum. Comput. Stud. 2019
Immersive interaction
augmented reality
0.122006
Attention funnel: omnidirectional 3D cursor for mobile augmented reality platforms · CHI 2006
Experimental Evaluation of Augmented Reality in Object Assembly Task · ISMAR 2002
Immersive interaction › augmented reality
augmented reality instruction
0.122003
Comparative effectiveness of augmented reality in object assembly · CHI 2003
Experimental Evaluation of Augmented Reality in Object Assembly Task · ISMAR 2002
Immersive interaction
attention guidance
0.112006
Attention funnel: omnidirectional 3D cursor for mobile augmented reality platforms · CHI 2006
Usability and user experience research
cognitive load
0.012002
Experimental Evaluation of Augmented Reality in Object Assembly Task · ISMAR 2002
Collaborative and social computing › ICT4D
digital divide
0.012003
Internet attitudes and Internet use: some surprising findings from the HomeNetToo project · Int. J. Hum. Comput. Stud. 2003
Usability and user experience research
task performance evaluation
0.012003
Comparative effectiveness of augmented reality in object assembly · CHI 2003
Collaborative and social computing
remote collaboration
0.012001
An Ultra-Light and Compact Design and Implementation of Head-Mounted Projective Displays · VR 2001

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

social presence · 0.8parasocial interaction · 0.8between-subjects experiment · 0.1user performance evaluation · 0.1experiment · 0.1survey · 0.0longitudinal study · 0.0controlled experiment · 0.0user study · 0.0error rate measurement · 0.0fast prototyping · 0.0diffractive optical element · 0.0
YearPublicationVenuePosition
2022 The Role of the Self-Presence for Interactive Large Digital Displays: Gesture Interactivity and Mirrored-Self Image for Advertising Content
abstract
The gesture interactivity and self-mirroring effects of large digital displays, also known as digital signage, was investigated using the self-presence theory and engagement. By extending the interactive effects of gesture and self-mirroring from the immersive environment to a large interactive display (LID), this study found the implicit mediating roles of social presence and engagement for advertising effectiveness through a 2 (gesture; non-gesture vs. gesture interactivity) x 2 (self-representation; non-self-mirroring vs. self-mirroring interactivity) between-subject design (N = 81) experiment. The results indicated that gesture interactivity enhances a feeling of self-presence, not self-mirroring, and it positively fosters psychological engagement with advertising content. In turn, the heightened engagement results in better advertising effectiveness, such as brand attitude, purchase intention, and recall.
Soyoung Jung, Soyon You, Frank A. Biocca, Hyejin Hannah Kum-Biocca
Int. J. Hum. Comput. Interact.4
2019 Applying Spatial Augmented Reality to Anti-Smoking Message: Focusing on Spatial Presence, Negative Emotions, and Threat Appraisal
abstract
As smoking has emerged as a health-risk behavior, communication scholars and practitioners have put many efforts into finding out ways to achieve smoking cessation. In this research, participants (N = 57) were randomly assigned to a spatial augmented reality (SAR) condition (3D projection mapping) and 2D flat screen to be exposed to an anti-smoking message. This research provides insightful evidence that the effects of SAR on people’s behavioral intention to spread anti-smoking messages online could be explained by spatial presence and negative emotions. Implications for research on the potential of SAR in terms of emotions and online viral behavioral intentions are discussed.
Jiyoung Lee 0003, Soyoung Jung, Ji Won Kim, Frank A. Biocca
Int. J. Hum. Comput. Interact.4
2019 The effects of 3D sound in a 360-degree live concert video on social presence, parasocial interaction, enjoyment, and intent of financial supportive action
Stephen Wonchul Song, Se Jung Kim, Frank A. Biocca
Int. J. Hum. Comput. Stud.4
2013 Exploring the user experience of three-dimensional virtual learning environments
abstract
This study examines the users' experiences with three-dimensional (3D) virtual environments to investigate the areas of development as a learning application. For the investigation, the modified technology acceptance model (TAM) is used with constructs from expectation-confirmation theory (ECT). Users' responses to questions about cognitive perceptions and continuous use were collected and analysed with factors that were modified from TAM and ECT. Whilst the findings confirm the significant roles by users' cognitive perceptions, the findings also shed light on the possibility of 3D application serving as an enabler of learning tools. In the extended model, the moderating effects of confirmation/satisfaction and demographics of the relationships amongst the variables were found to be significant.
Dong-Hee Shin, Frank A. Biocca, Hyunseung Choo
Behav. Inf. Technol.2
2013 Exploring the user experience of 3D virtual learning environments
abstract
Tables in this paper, originally published in Volume 32, Number 2 (2013), pp. 203–214, are incorrect. Tables should read:Table 1. CharacteristicsFrequencyPercentageMeanSDAge26.442.12Under 195022.32...
Dong-Hee Shin, Frank A. Biocca, Hyunseung Choo
Behav. Inf. Technol.2
2013 Smart TV: Are they really smart in interacting with people? Understanding the interactivity of Korean smart TV
abstract
Tables in this paper, originally published in Behaviour & Information Technology, Volume 32, Number 2 (2013) pp. 156–172 are incorrect.Tables should read:AgeNumberPercentage (%)Under 204814.621–301...
Dong-Hee Shin, Frank A. Biocca, Hyunseung Choo
Behav. Inf. Technol.2
2012 Personality and facial expressions in human-robot interaction
abstract
This paper presents the propensities of preference for Human Robot Interaction (HRI) according to different personalities and facial expressions of humans and robots. This study is based on two types of personalities: extroverted and introverted. According to the personality, the facial expressions are distinguished to express extroversion and introversion. The design of experiment is a 3 (participant's group of personality: extrovert, intermediate, introvert) x 2 (robot's groups of personality) between-subjects experiment (N=40) in which participants interact with KMC-EXPR robots expressing either extroversion or introversion. The results showed an unprecedented hypothesis, unexpected implications and certain propensities of preferences.
Soyoung Jung, Hyeong-taek Lim, Sanghun Kwak, Frank A. Biocca
HRI4
2006 Attention funnel: omnidirectional 3D cursor for mobile augmented reality platforms
abstract
The attention funnel is a general purpose AR interface technique that interactively guides the attention of a user to any object, person, or place in space. The technique utilizes dynamic perceptual affordances to draw user attention "down" the funnel to the target location. Attention funnel can be used to cue objects completely out of sight including objects behind the user, or occluded by other objects or walls.An experiment evaluating user performance with the attention funnel and other conventional AR attention directing techniques found that the attention funnel increased the consistency of the user's search by 65%, increased search speed by 22%, and decreased mental workload by 18%. The attention funnel has potential applicability as a general 3D cursor or cue in a wide array of spatially enabled mobile and AR systems, and for applications where systems can support users in visual search, object awareness, and emergency warning in indoor and outdoor spaces.
Frank A. Biocca, Arthur Tang, Charles B. Owen
CHI1
2003 Comparative effectiveness of augmented reality in object assembly
abstract
Although there has been much speculation about the potential of Augmented Reality (AR), there are very few empirical studies about its effectiveness. This paper describes an experiment that tested the relative effectiveness of AR instructions in an assembly task. Task information was displayed in user's field of view and registered with the workspace as 3D objects to explicitly demonstrate the exact execution of a procedure step. Three instructional media were compared with the AR system: a printed manual, computer assisted instruction (CAI) using a monitor-based display, and CAI utilizing a head-mounted display. Results indicate that overlaying 3D instructions on the actual work pieces reduced the error rate for an assembly task by 82%, particularly diminishing cumulative errors - errors due to previous assembly mistakes. Measurement of mental effort indicated decreased mental effort in the AR condition, suggesting some of the mental calculation of the assembly task is offloaded to the system.
Arthur Tang, Charles B. Owen, Frank A. Biocca, Weimin Mou
CHI3
2003 Internet attitudes and Internet use: some surprising findings from the HomeNetToo project
Linda A. Jackson, Alexander von Eye, Gretchen Barbatsis, Frank A. Biocca, Yong Zhao 0006, Hiram E. Fitzgerald
Int. J. Hum. Comput. Stud.4
2002 Experimental Evaluation of Augmented Reality in Object Assembly Task
abstract
This study evaluated the effectiveness of spatially overlaid instructions using augmented reality (AR) in an assembly task compared with other traditional media. Results indicate that overlaying 3D instructions on the workspace reduce error rate by 82%, particularly cumulative errors. Measurement of mental effort also suggests some of the mental workload is offloaded to the computer.
Arthur Tang, Charles B. Owen, Frank A. Biocca, Weimin Mou
ISMAR3
2001 An Ultra-Light and Compact Design and Implementation of Head-Mounted Projective Displays
abstract
Head-mounted projective displays (HMPD) have been recently proposed as an alternative to conventional eyepiece-type head-mounted displays. HMPDs consist of a pair of miniature projection lenses and displays mounted on the helmet and retro-reflective sheeting materials placed strategically in the environment. Its novel concept and properties suggest solutions to part of the problems of state-of-the-art visualization devices and make it extremely suitable for multiple-user collaborative applications and wearable systems. A brief review of conventional visualization techniques is followed by an extensive discussion of HMPD technology, which includes a summary of its features and a comparison with conventional head-mounted displays (HMDs), projection-based displays, and HMPDs. An ultra-light and compact design (i.e. 8g) of a projection lens system using diffractive optical element (DOE) as well as plastic components for a HMPD is presented. Through the usage of fast prototyping technology, a compact stereoscopic head-mounted prototype with weight less than 700 grams was implemented, and optomechanical adjustments and ergonomic considerations are discussed. Finally, the motivated application in multiuser tele-collaboration is described.
Hong Hua, Chunyu Gao, Frank A. Biocca, Jannick P. Rolland
VR3