Publications

(2023). DBA: Direction-Based Authentication in Virtual Reality. IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VR Workshops 2023, Shanghai, China, March 25-29, 2023.

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(2022). Virtual Reality on a SWIM: Scalable World in Miniature. 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VR Workshops, Christchurch, New Zealand, March 12-16, 2022.

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(2022). Strafing Gain: Redirecting Users One Diagonal Step at a Time. IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2022, Singapore, October 17-21, 2022.

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(2022). Inverse Kinematics Assistance for the Creation of Redirected Walking Paths. IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2022, Singapore, October 17-21, 2022.

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(2022). Asymmetric Lateral Field-of-View Restriction to Mitigate Cybersickness During Virtual Turns. IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2022, Christchurch, New Zealand, March 12-16, 2022.

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(2022). Adaptive Field-of-view Restriction: Limiting Optical Flow to Mitigate Cybersickness in Virtual Reality. 28th ACM Symposium on Virtual Reality Software and Technology, VRST 2022, Tsukuba, Japan, 29 November 2022- 1 December 2022.

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(2021). Virtual Demonstrator for Spatial Presentations. IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VR Workshops 2021, Lisbon, Portugal, March 27 - April 1, 2021.

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(2021). Revisiting Audiovisual Rotation Gains for Redirected Walking. IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VR Workshops 2021, Lisbon, Portugal, March 27 - April 1, 2021.

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(2021). Redirected Tilting: Eliciting Postural Changes with a Rotational Self-Motion Illusion. 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW).

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(2021). RED: A Real-Time Datalogging Toolkit for Remote Experiments. IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VR Workshops 2021, Lisbon, Portugal, March 27 - April 1, 2021.

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(2021). COVID-Vision: A Virtual Reality Experience to Encourage Mindfulness of Social Distancing in Public Spaces. IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VR Workshops 2021, Lisbon, Portugal, March 27 - April 1, 2021.

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(2020). VWorld: an immersive VR system for learning programming. Extended Abstracts Proceedings of the 19th ACM International Conference on Interaction Design and Children, IDC 2020, London, United Kingdom, June 17-24, 2020.

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(2020). Towards Physically Interactive Virtual Environments: Reactive Alignment with Redirected Walking. VRST ‘20: 26th ACM Symposium on Virtual Reality Software and Technology, Virtual Event, Canada, November 1-4, 2020.

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(2020). Reactive Alignment of Virtual and Physical Environments Using Redirected Walking. 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VR Workshops, Atlanta, GA, USA, March 22-26, 2020.

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(2020). Exploring Communication Modalities to Support Collaborative Guidance in Virtual Reality. 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VR Workshops, Atlanta, GA, USA, March 22-26, 2020.

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(2020). Embodied Realistic Avatar System with Body Motions and Facial Expressions for Communication in Virtual Reality Applications. 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VR Workshops, Atlanta, GA, USA, March 22-26, 2020.

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(2020). Comparison of Audio and Visual Cues to Support Remote Guidance in Immersive Environments. 30th International Conference on Artificial Reality and Telexistence, 25th Eurographics Symposium on Virtual Environments, ICAT-EGVE 2020, Virtual Event, USA, December 2-4, 2020.

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(2020). Capture to Rendering Pipeline for Generating Dynamically Relightable Virtual Objects with Handheld RGB-D Cameras. VRST ‘20: 26th ACM Symposium on Virtual Reality Software and Technology, Virtual Event, Canada, November 1-4, 2020.

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(2019). Strafing Gain: A Novel Redirected Walking Technique. Symposium on Spatial User Interaction, SUI 2019, New Orleans, LA, USA, October 19-20, 2019.

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(2019). Combining Dynamic Field of View Modification with Physical Obstacle Avoidance. IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019, Osaka, Japan, March 23-27, 2019.

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(2019). Automatic Generation of Dynamically Relightable Virtual Objects with Consumer-Grade Depth Cameras. IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019, Osaka, Japan, March 23-27, 2019.

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(2019). An Augmented Reality Motion Planning Interface for Robotics. IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019, Osaka, Japan, March 23-27, 2019.

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(2019). A General Reactive Algorithm for Redirected Walking Using Artificial Potential Functions. IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019, Osaka, Japan, March 23-27, 2019.

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(2018). Virtual Content Creation Using Dynamic Omnidirectional Texture Synthesis. 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2018, Tuebingen/Reutlingen, Germany, 18-22 March 2018.

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(2018). Redirected Walking in Irregularly Shaped Physical Environments with Dynamic Obstacles. 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2018, Tuebingen/Reutlingen, Germany, 18-22 March 2018.

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(2018). Please Don't Puke: Early Detection of Severe Motion Sickness in VR. 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2018, Tuebingen/Reutlingen, Germany, 18-22 March 2018.

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(2018). Individualized Calibration of Rotation Gain Thresholds for Redirected Walking. International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, ICAT-EGVE 2018, Limassol, Cyprus, November 7-9, 2018.

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(2018). General Chair Message. 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2018, Tuebingen/Reutlingen, Germany, 18-22 March 2018.

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(2018). Dynamic Omnidirectional Texture Synthesis for Photorealistic Virtual Content Creation. IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2018 Adjunct, Munich, Germany, October 16-20, 2018.

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(2017). View-dependent virtual reality content from RGB-D images. 2017 IEEE International Conference on Image Processing, ICIP 2017, Beijing, China, September 17-20, 2017.

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(2017). Just-in-time, viable, 3d avatars from scans. Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH 2017, Los Angeles, CA, USA, July 30 - August 3, 2017, Talks.

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(2017). Effects of Personalized Avatar Texture Fidelity on Identity Recognition in Virtual Reality. International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, ICAT-EGVE 2017, Adelaide, Australia, November 22 - 24, 2017.

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(2017). An Architecture for Full Body Collaborative VR Applications. 10th IEEE Workshop on Software Engineering and Architectures for Realtime Interactive Systems, SEARIS 2017, Los Angeles, CA, USA, March 19, 2017.

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(2016). Revisiting detection thresholds for redirected walking: combining translation and curvature gains. Proceedings of the ACM Symposium on Applied Perception, SAP 2016, Anaheim, California, USA, July 22-23, 2016.

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(2016). Real-time 3D rendering using depth-based geometry reconstruction and view-dependent texture mapping. Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH ‘16, Anaheim, CA, USA, July 24-28, 2016, Posters Proceedings.

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(2016). Rapid Photorealistic Blendshape Modeling from RGB-D Sensors. Proceedings of the 29th International Conference on Computer Animation and Social Agents, CASA 2016, Geneva, Switzerland, May 23-25, 2016.

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(2016). Program chair message. 2016 IEEE Virtual Reality, VR 2016, Greenville, SC, USA, March 19-23, 2016.

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(2016). Automated path prediction for redirected walking using navigation meshes. 2016 IEEE Symposium on 3D User Interfaces, 3DUI 2016, Greenville, SC, USA, March 19-20, 2016.

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(2016). A realistic walking model for enhancing redirection in virtual reality. 2016 IEEE Virtual Reality, VR 2016, Greenville, SC, USA, March 19-23, 2016.

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(2015). Towards context-sensitive reorientation for real walking in virtual reality. 2015 IEEE Virtual Reality, VR 2015, Arles, Camargue, Provence, France, March 23-27, 2015.

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(2015). Rapid photorealistic blendshapes from commodity RGB-D sensors. Proceedings of the 19th Symposium on Interactive 3D Graphics and Games, San Francisco, CA, USA, February 27 - March 01, 2015.

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(2015). Physical Space Requirements for Redirected Walking: How Size and Shape Affect Performance. International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, ICAT-EGVE 2015, Kyoto, Japan, October 28-30, 2015.

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(2015). Making small spaces feel large: infinite walking in virtual reality. Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH ‘15, Los Angeles, CA, USA, August 9-13, 2015, Emerging Technologies.

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(2015). Blendshapes from commodity RGB-D sensors. Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH ‘15, Los Angeles, CA, USA, August 9-13, 2015, Talks Proceedings.

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(2014). Real-time and robust grasping detection. Proceedings of the 2nd ACM Symposium on Spatial User Interaction, SUI 2014, Honolulu, HI, USA, October 4-5, 2014.

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(2014). Rapid avatar capture and simulation using commodity depth sensors. Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH ‘14, Vancouver, Canada, August 10-14, 2014, Talks Proceedings.

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(2014). MuVR: A Multi-User Virtual Reality platform. 2014 IEEE Virtual Reality, VR 2014, Minneapolis, MN, USA, March 29 - April 2, 2014.

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(2014). Make your own avatar. Special Interest Group on Computer Graphics and Interactive Techniques Conference, SIGGRAPH ‘14, Vancouver, Canada, August 10-14, 2014, Computer Animation Festival.

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(2014). Countering user deviation during redirected walking. Proceedings of the ACM Symposium on Applied Perception, SAP ‘14, Vancouver, British Columbia, Canada, August 8-9, 2014.

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(2014). Automatic acquisition and animation of virtual avatars. 2014 IEEE Virtual Reality, VR 2014, Minneapolis, MN, USA, March 29 - April 2, 2014.

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(2014). An enhanced steering algorithm for redirected walking in virtual environments. 2014 IEEE Virtual Reality, VR 2014, Minneapolis, MN, USA, March 29 - April 2, 2014.

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(2014). Acting the part: the role of gesture on avatar identity. Proceedings of the Seventh International Conference on Motion in Games, Playa Vista, CA, USA, November 06 - 08, 2014.

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(2014). A raycast approach to hybrid touch / motion capturevirtual reality user experience. Proceedings of the 2nd ACM Symposium on Spatial User Interaction, SUI 2014, Honolulu, HI, USA, October 4-5, 2014.

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(2013). Rapid generation of personalized avatars. 2013 IEEE Virtual Reality, VR 2013, Lake Buena Vista, FL, USA, March 18-20, 2013.

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(2013). Fusing depth, color, and skeleton data for enhanced real-time hand segmentation. Proceedings of the 1st Symposium on Spatial User Interaction, SUI 2013, Los Angeles, CA, USA, July 20-21, 2013.

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(2013). Flexible spaces: A virtual step outside of reality. 2013 IEEE Virtual Reality, VR 2013, Lake Buena Vista, FL, USA, March 18-20, 2013.

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(2012). Virtual reality to go: A USC ICT Mixed Reality Lab demonstration. 2012 IEEE Virtual Reality, VR 2012, Costa Mesa, CA, USA, March 4-8, 2012.

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(2012). Spatial Misregistration of Virtual Human Audio: Implications of the Precedence Effect. Intelligent Virtual Agents - 12th International Conference, IVA 2012, Santa Cruz, CA, USA, September, 12-14, 2012. Proceedings.

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(2012). Poster: Spatial misregistration of virtual human audio: Implications of the precedence effect. IEEE Symposium on 3D User Interfaces 2012, 3DUI 2012, Costa Mesa, CA, USA, March 4-5, 2012.

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(2011). Leveraging Unencumbered Full Body Control of Animated Virtual Characters for Game-Based Rehabilitation. Virtual and Mixed Reality - Systems and Applications - International Conference, Virtual and Mixed Reality 2011, Held as Part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, Proceedings, Part II.

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(2011). Development and evaluation of low cost game-based balance rehabilitation tool using the microsoft kinect sensor. 33rd Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBC 2011, Boston, MA, USA, August 30 - Sept. 3, 2011.

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(2011). A design for a smartphone-based head mounted display. IEEE Virtual Reality Conference, VR 2011, Singapore, 19-23 March 2011.

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(2010). Exploiting change blindness to expand walkable space in a virtual environment. IEEE Virtual Reality Conference, VR 2010, Waltham, Massachusetts, USA, March 20-24, 2010.

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(2010). Astrojumper: motivating children with autism to exercise using a VR game. Proceedings of the 28th International Conference on Human Factors in Computing Systems, CHI 2010, Extended Abstracts Volume, Atlanta, Georgia, USA, April 10-15, 2010.

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(2010). A continuous analysis process between desktop and collaborative visual analytics environments. 5th IEEE Conference on Visual Analytics Science and Technology, IEEE VAST 2010, Salt Lake City, UT, USA, October 24-29, 2010, part of VisWeek 2010.

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(2009). Selection performance based on classes of bimanual actions. IEEE Symposium on 3D User Interfaces, 3DUI 2009, Lafayette, LA, USA, 14-15 March, 2009.

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(2008). A Sketch-Based Approach for Detecting Common Human Actions. Advances in Visual Computing, 4th International Symposium, ISVC 2008, Las Vegas, NV, USA, December 1-3, 2008. Proceedings, Part I.

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(2007). WireVis: Visualization of Categorical, Time-Varying Data From Financial Transactions. 2nd IEEE Symposium on Visual Analytics Science and Technology, IEEE VAST 2007, Sacramento, CA,USA, October 30 - November 1, 2007.

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(2007). Comparison of Travel Techniques in a Complex, Multi-Level 3D Environment. IEEE Symposium on 3D User Interfaces, 3DUI 2007, Charlotte, North Carolina, USA, 10-11 March, 2007.

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(2007). Can Immersive Virtual Humans Teach Social Conversational Protocols?. IEEE Virtual Reality Conference, VR 2007, 10-14 March 2007, Charlotte, NC, USA, Proceedings.

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(2005). Interactive virtual client for teaching occupational therapy evaluative processes. Proceedings of the ACM SIGACCESS Conference on Computers and Accessibility, ASSETS 2005, Baltimore, MD, USA, October 9-12, 2005.

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