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Isayas Berhe Adhanom

Publications and source records attributed to Isayas Berhe Adhanom.

4 recordsLinked to original sources

Beyond Task Performance: Lessons Learned from Evaluating an Exploratory VR Interaction Technique

Dense virtual environments present significant challenges for object selection and manipulation, motivating the development of novel interaction techniques. This paper presents RodCast as an exploratory case study to investigate explicit trajectory visualization for interaction in dense virtual environments. We conducted a within-subjects user study comparing RodCast with Go-Go Hand and FlowerCone across three representative interaction tasks using objective performance measures, subjective evaluations, and qualitative feedback. The results revealed that the proposed implementation incurred performance costs on more demanding manipulation tasks, while qualitative feedback suggested that participants attributed these challenges to the complexity of the bimanual control scheme. Additionally, subjective evaluations and qualitative feedback identified benefits in spatial awareness and target accessibility that were not fully reflected by conventional performance measures. Together, these findings highlight the importance of control simplicity in interaction technique design and emphasize that incorporating qualitative feedback into the evaluation process is essential for distinguishing implementation limitations from the potential of the interaction concept. Collectively, these lessons provide guidance for the design and evaluation of future interaction techniques.

cs.HC↗

How Early Can You Tell? Early Eye Gaze Dynamics and Cybersickness Progression in Virtual Reality

Cybersickness remains one of the primary barriers to prolonged and comfortable virtual reality (VR) use, yet the temporal development of cybersickness remains poorly understood because its onset and progression vary substantially across individuals. Eye tracking provides a continuous and unobtrusive measure of user behavior, making it well suited for investigating how users respond throughout VR exposure. However, existing work has mainly focused on aggregate gaze measures or post-exposure assessments, leaving the relationship between early eye-movement dynamics and discomfort progression underexplored. In this paper, we investigate whether early eye-movement dynamics characterize the subsequent progression of cybersickness. Using trajectories of fixation duration, fixation dispersion, saccade amplitude, saccade velocity, and gaze eccentricity computed over the first one to five minutes of VR exposure, we evaluate their association with subsequent discomfort progression and compare early gaze dynamics between participants with low and high post-exposure cybersickness severity. Our results show that early fixation dispersion is consistently associated with subsequent discomfort progression, whereas no significant differences are observed between cybersickness severity groups. These findings suggest that early fixation dispersion can characterize the progression of discomfort rather than the final cybersickness severity. Overall, this work provides new insight into the temporal relationship between early eye-movement behavior and cybersickness progression, contributing to the understanding of gaze dynamics during immersive experiences.

cs.HC↗

Peripheral Teleportation: A Rest Frame Design to Mitigate Cybersickness During Virtual Locomotion

Mitigating cybersickness can improve the usability of virtual reality (VR) and increase its adoption. The most widely used technique, dynamic field-of-view (FOV) restriction, mitigates cybersickness by blacking out the peripheral region of the user's FOV. However, this approach reduces the visibility of the virtual environment. We propose peripheral teleportation, a novel technique that creates a rest frame (RF) in the user's peripheral vision using content rendered from the current virtual environment. Specifically, the peripheral region is rendered by a pair of RF cameras whose transforms are updated by the user's physical motion. We apply alternating teleportations during translations, or snap turns during rotations, to the RF cameras to keep them close to the current viewpoint transformation. Consequently, the optical flow generated by RF cameras matches the user's physical motion, creating a stable peripheral view. In a between-subjects study (N = 90), we compared peripheral teleportation with a traditional black FOV restrictor and an unrestricted control condition. The results showed that peripheral teleportation significantly reduced discomfort and enabled participants to stay immersed in the virtual environment for a longer duration of time. Overall, these findings suggest that peripheral teleportation is a promising technique that VR practitioners may consider adding to their cybersickness mitigation toolset.

cs.HC↗

Analysis of Smooth Pursuit Assessment in Virtual Reality and Concussion Detection using BiLSTM

The sport-related concussion (SRC) battery relies heavily upon subjective symptom reporting in order to determine the diagnosis of a concussion. Unfortunately, athletes with SRC may return-to-play (RTP) too soon if they are untruthful of their symptoms. It is critical to provide accurate assessments that can overcome underreporting to prevent further injury. To lower the risk of injury, a more robust and precise method for detecting concussion is needed to produce reliable and objective results. In this paper, we propose a novel approach to detect SRC using long short-term memory (LSTM) recurrent neural network (RNN) architectures from oculomotor data. In particular, we propose a new error metric that incorporates mean squared error in different proportions. The experimental results on the smooth pursuit test of the VR-VOMS dataset suggest that the proposed approach can predict concussion symptoms with higher accuracy compared to symptom provocation on the vestibular ocular motor screening (VOMS).

physics.med-ph↗