Research Projects
Spatial Thinking in XR
We study the way people think spatially inside a virtual environment to develop XR UIs that reduce the user's spatial thinking cognitive load. We aim to characterize the advantages and disadvantages of working in an environment with 6DOF that users can control entirely.
Our work has been published at ACM C&C, ACM CHI and IEEE VR:
Multimodal UI for XR
We study how incorporating novel input methods and novel feedback types to XR UI improve user experience and performance. We aim to develop novel UI that are useful from users with different skill levels. Current, work focus on designing multimodal interactions for 3D design that use novel input methods, e.g., eye-gaze and hand-gestures or feedback types, e.g., thermal feedback.
Our work has been published at ACM SUI, ACM VRST, ACM CHI and IEEE TVCG:
Skills Transfer Between XR and Physical Environments
We study how people learn within immersive environments. We aim to design better XR training systems for high-accuracy and high-precision tasks..
Our work has been published at ACM SUI, ACM CHI PLAY and IEEE ISMAR:
- Pinging Between Worlds: Training Table Tennis Novice Players in Real Environment for Virtual Reality Competitions
- I consider VR Table Tennis to be my secret weapon! An Analysis of the VR Table Tennis Players' Experiences Outside the Lab
- BlueVR: Design and Evaluation of a Virtual Reality Serious Game for Promoting Understanding towards People with Color Vision Deficiency
Understanding Issues with XR Technology
We study the effects of XR technology on people's sensorimotor actions. We aim to evaluate how user performance is affected by the technology used to access XR, with a focus on perception issues. Current work focuses on the mislearning effect that occurs when people learn motor skills using the wrong perceptual information.
Our work has been published at ACM CHI, IEEE VR, ACM VRST and ISMAR:
- Omnidirectional VR Treadmills Walking Techniques: Comparing Walking-in-Place and Sliding vs Natural Walking
- Effect of Grip Style on Peripersonal Target Pointing in VR Head Mounted Displays
- The Effect of the Vergence-Accommodation Conflict on Virtual Hand Pointing in Immersive Displays
- The Effect of Stereo Display Deficiencies on Virtual Hand Pointing
