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Benjamin Watson
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Journal Articles
Publisher: Journals Gateway
PRESENCE: Virtual and Augmented Reality (2022) 31: 283–305.
Published: 01 December 2022
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Video conferencing has become a central part of our daily lives, thanks to the COVID-19 pandemic. Unfortunately, so have its many limitations, resulting in poor support for communicative and social behavior and ultimately, “Zoom fatigue.” New technologies will be required to address these limitations, including many drawn from mixed reality (XR). In this paper, our goals are to equip and encourage future researchers to develop and test such technologies. Toward this end, we first survey research on the shortcomings of video conferencing systems, as defined before and after the pandemic. We then consider the methods that research uses to evaluate support for communicative behavior, and argue that those same methods should be employed in identifying, improving, and validating promising video conferencing technologies. Next, we survey emerging XR solutions to video conferencing's limitations, most of which do not employ head-mounted displays. We conclude by identifying several opportunities for video conferencing research in a post-pandemic, hybrid working environment.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (1997) 6 (6): 630–637.
Published: 01 December 1997
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A paradigm for the design of systems that manage level of detail in virtual environments is proposed. As an example of the prototyping step in this paradigm, a user study was performed to evaluate the effectiveness of high-detail insets used with head-mounted displays. Ten subjects were given a simple search task that required the location and identification of a single target object. All subjects used seven different displays (the independent variable), varying in inset size and peripheral detail, to perform this task Frame rate, target location, subject input method, and order of display use were all controlled. Primary dependent measures were search time on trials with correct identification, and the percentage of all trials correctly identified. ANOVAs of the results showed that insetless, high-detail displays did not lead to significantly different search times or accuracies than displays with insets. In fact, only the insetless, low-detail display returned significantly different results. Further research is being performed to examine the effect of varying task complexity, inset size, and level of detail.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (1997) 6 (6): 658–666.
Published: 01 December 1997
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In the companion paper, Watson et al. (1997), we demonstrated the effectiveness of using perceptual criteria to select the amount of detail that is displayed in an immersive virtual reality (VR) system. Based upon this determination, we will now attempt to develop a principled, perceptually oriented framework to automatically select the appropriate level of detail (LOD) for each object in a scene, taking into consideration the limitations of the human visual system. We apply knowledge and theories from the domain of visual perception to the field of VR, thus optimizing the visual information presented to the user based upon solid metrics of human vision. Through a series of contrast grating experiments, a user's visual acuity may be assessed in terms of spatial frequency (c/deg) and contrast. The results of these tests can be modeled mathematically using a contrast sensitivity function (CSF). Therefore, we can use the CSF results to estimate how much visual detail the user can perceive in an object at any instant. Then, if we could describe this object in terms of its spatial frequencies, this would enable us to select the lowest LOD available without the user being able to perceive any visual change.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (1994) 3 (1): 1–18.
Published: 01 February 1994
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The NSF Summer Institute in Japan program sends about 60 graduate students of all disciplines to Japan each summer. For two months, students participate in research at host labs, visit conferences and other labs of interest, and receive Japanese language and cultural instruction. Full financial support is provided by the American and Japanese governments. During the summer of 1993, the author participated in this program and took the opportunity to visit the Japanese virtual reality research community. He attended two virtual reality conferences and toured more than a dozen labs. After the program, he made short visits to VR and graphics labs in PR China and South Korea. This paper gives a detailed account of these experiences.