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Prototyping in Virtual Reality is quite difficult – and more so in Augmented and Mixed Reality (MR) where the physical and virtual realities unify. In this project, we propose a novel approach and system to create Mixed Reality experiences rapidly, for anyone who has a typical MR headset. Called SpatialProto, the system allows users to…
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Ever wondered that with AR glasses, you might simply look outside your window into the nature, and augmented information only appears when we really want to? Like, I am curiously gazing at that particular mountain far-away, and subtly the name and height of it appears. This question underlies this research, focusing on how our eyes…
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We explored a mechanism to authenticate users in VR without effort in the user’s background. This can become quite important, considering the spread of head mounted devices in AR, VR, MR or XR, and the never-ending effort of having to authenticate to every session and use of a device. Of course, the headset itself could…
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At Google in Mountain View I worked on modelling and prediction of user performance, using the tools of machine learning / Tensorflow. The work also includes an eye-tracking study that provides an in-depth analysis of visual attention on mobile phones. It was presented April at the CHI conference in Montreal, Canada.
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An exploration of 3D eye gaze interactions in VR. Focus is on what kind of capabilities one would gain when using gaze with freehand gestures. It’s different to my prior work on 2D touchscreens – less than a traditional input device, more like a supernatural ability! Lots of examples, scenarios, build with low-fidelity prototypes.
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This work continues on the multi-user work, and studies user performance for a collaborative search task. The work proposes four different ways to represent the gaze cursor to the users, between subtle (and less noticeable by others) and strong visuals (more noticeable by other, but more distracting too).